Showing Posts For endless.1376:

I would like to say

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

At the moment this to me is the best MMO on the market. I would rather play this than anything out there including the head honcho.

It’s not completely to my liking as I tend to be more sandbox oriented in my desires, but it has enough of a sandbox feel to it that keeps me interested. SWTOR went f2p and I can’t bother with that cause it is so very linear to me. I like at least the illusion of playing the way I want…so if I chose to hate Orr and say to heck with that I will just mess with other bits of content.

NCsoft Seattle undergoing “realignment”

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

NcSoft is just Anet’s publisher. If they decided to cut off their relationship with Anet or vice versa I’d imagine a new publisher would be found, or they would take up publishing themselves to be fully independent.

Any word on a Dungeon Group Finder system?

in Fractals, Dungeons & Raids

Posted by: endless.1376

endless.1376

I’ll be honest, I had absolutely no idea there was a group finder tool in this game. Maybe it doesn’t stand out enough? But I really never knew this existed.

enough is enough

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

GW1 is not the future.
WoW is.

This game has proven that hands down. At the end of the day, a game with a gear plateau that based on story, individual player skill and immersion does not sell as well as a game with a gear grind and focused on dungeon running.

Sorry

With total lack of sandbox customization elements that shoehorn people into the style of play they want you to play. All this on top of a themepark world masquerading as dynamic (and sandbox) when its really just a series of ever present quests that randomly appear when they want and respawn only minutes later to start again (thus not really having much effect let alone a permanent one).

What? It’s true.

Has this game gone downhill?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

I don’t think the game has gone downhill if you enjoy the content. The beauty of the game is that you can always go back and redo various zones and experience the events again. The dungeons will still be there, the jumping puzzles to test your skills, and a new story could always be experienced.

In addition to this I think that they are learning from their first Guild Wars MMO and realizing what needs fixing or tweaking. There is also a rumor going around that Jan and Feb updates are going to be as large as a typical expansion. That could end up being very good for the game.

The best part of this game is that there is no monthly fee. You pay once and you can come back whenever. The biggest downside though is how reliant it seems to be on the cash shop in design.

Straits and Melchor's Leap, Why?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

It seems to me that even if you did complete all the events up to a point to unlock the events in the proceeding zones all the way to the gates of Arah, they would all reset in an hour.

Apparently these events will reset after 10 minutes to an hour from what I am seeing. It doesn’t seem long lasting enough, and on top of that various events are bugged.

So Guild Wars 2 is an ARPG in 3rd person?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

I implore ArenaNet to rethink this system, as it seems out of place not only in Guild Wars, but also feels strange. I didn’t want to buy another dungeon crawler, but rather an MMO with combat that feels more in line with an MMORPG.

So in other words, you want a completely different game than what GW2 is. Not that there’s anything wrong with that, but you’re probably better off simply playing another game.

As to GW2’s combat mechanics, I personally like the more action-oriented style of combat, and I suspect many others do too, or they wouldn’t be here. Frankly, I’d argue it didn’t go far enough toward being more action-oriented, but that’s entirely subjective. But to expect it to be a mere continuation of the original game’s combat style when it’s an entirely new game is naive; in that case, a mere expansion pack for GW1 would’ve sufficed.

As to your assertion that combat is “confusing”, well… might I humbly suggest that maybe you’re just bad at it? I find nothing confusing about it. If I wanted to simply stand in one spot and mash a button sequence to execute some idiotic rotation, I’d still be playing “that other MMO” (you know the one). I want more than that, so I’m here, because GW2 offers more. And frankly, perhaps a bit of confusing combat — some chaos, if you will — is just what people need to kick them out of their brain-dead MMORPG ruts. This genre of gaming could be so much more than what it presently is, and it’s not the lack of imagination by developers holding it back, it’s players who refuse to adapt to new ideas and progress.

I honestly don’t like that utility skills have cast times. I’d love to just press a button and not just ‘stand there, or wait’ for something to happen. That way I can do other things while that ability is active much quicker. This to me feels more alive and exciting.

I definitely don’t refuse to try new ideas though. I leveled my Charr up to 80 and experienced a good enough chunk of world content. But yeah I am not that good at the combat system cause to me something about it doesn’t feel that great. It to me doesn’t feel actiony enough.

I feel like I am waiting for spells to be available, and some skills for various weapons seem pointless in a highly mobile action based system. Some of them feel to restricted as well since they are only available on certain weapons.

Overall, to me I am a difficult person to please. It really takes a game that overall comes together well as a masterpiece of fleshed out design that cohesively comes together. This game is having issues keeping people in it because so many aspects of it don’t do enough. The zones events and reknown hearts don’t adequately tell a story in them. It seems too chaotic. The dungeon designs seem clumsy and hard to figure out, and the story modes would have been better left as easy content to get through; since its for the story more than the difficulty.

On top of that, I might be the only person who feels this but the underwater combat feels disorienting and difficult to deal with. I have the hardest time consistently doing damage and managing that combat in a 3d space.

So Guild Wars 2 is an ARPG in 3rd person?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

This took me awhile to realize honestly. It appears that the developers thought that this game would be awesome as the first, or one of a few, MMO’s to become a true MMOARPG.

IMO there is still room for a great MMOARPG to be made. GW2 doesn’t quite make it because it’s not littered with ever-ending loot. However games like Dragon’s Nest, C9 and Vindictus are even closer to a MMOARPG.

I am one of a few that feel Blizzard should have up’d the ante with D3 and made it where you can view from a 3rd/1rst person view. To me that is moving the genre forward, ala Borderlands, which is a ARPG in a more modern angle. Games like TL2 work great in the old fashioned overhead view, because it was priced properly. Bliz has the money of God but is way too conservative and never cutting edge it seems.

But that is all me. I would love a really well made 3rd person MMOARPG. Not be all end all, but it would be fun nonetheless.

Is it only me though that feels their encounter design with champions and veteran mobs could have been better? You know like how in D3 we clearly see circles on the ground, or indicators of types of attacks. In addition I think that we understood how to counter the various elite affixes better too. There’s something that seems not fully fleshed out in their encounters that seem to need work.

And yeah I also think that loot really needs to be improved for world champions and vets! I mean if you took the time to kill them and challenge yourself then why not get rewarded for it? How about a buff, or improved magic find if you killed a champion. I mean hell they have a lot of room to improve this system, but the way it is at the moment leaves me wanting the old one back.

So Guild Wars 2 is an ARPG in 3rd person?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

This took me awhile to realize honestly. It appears that the developers thought that this game would be awesome as the first, or one of a few, MMO’s to become a true MMOARPG.

This is how the trinity isn’t needed at all. It explains ‘everything.’ Look at how fighting a boss works with a group in Diablo III on any difficulty range. You don’t have tanks or healers, but what you do have is utility in addition to your classes unique skills. If you put together a very strong blend of utility and abilities with various classes in a dungeon it likely is a walk in the park. This is why there are veteran and champion mobs in the game world ready to eat your soul, even though they drop terrible loot. But the BIG problem is the difference here.

In an ARPG you usually have a top down view of a large area and can easily move around the area better to avoid damage. I honestly think that Diablo III’s dungeon system works better than Guild Wars 2; despite D3 being less MMO and more Co-Op. In this game they hope that you will be able to see what a mob is going to do, along with the other vet’s or elite mobs you are trying to kill, and this results in confusion many times. But in this game you also have a much closer view of what is going on which seems to me disorienting . This also eliminates any real need for skill as you only have to revert to kiting most champions in the world while slowly eating away at its health. The fight therefore becomes a snooze fest due to the large health pool of most champions in the world. It gets terribly frustrating with abilities that one shot or nearly do. Dungeon encounters do involve strategy, but the fights also can be difficult for those who don’t understand the design philosophy.

The biggest problem to me is that they took to risk to mix up the mmo with this type of combat over the older system. What we got wasn’t really new or revolutionary, but mostly it was just a cut and paste series of ideas that already existed. While this is faster paced and more action oriented it also just is likely to confuse the crud out of people that don’t play dungeon crawlers but mostly traditional MMO’s. It is no wonder that there are many people from Guild Wars 1 wandering what in the world Anet was thinking. Why would they make the sequel to their beloved franchise an over sized dungeon crawler when the first was nothing like that?

I implore ArenaNet to rethink this system, as it seems out of place not only in Guild Wars, but also feels strange. I didn’t want to buy another dungeon crawler, but rather an MMO with combat that feels more in line with an MMORPG.

I don't really get the combat system

in Players Helping Players

Posted by: endless.1376

endless.1376

Definitely keep the wiki handy, that’s pretty much where I learned what all my traits I can choose actually do since the tooltips are fairly lacking in specifics.

Basic pve/map exploration you are probably not going to have to be very active or careful with how you are playing depending on what class you are and how you stack stats. Be careful though as this can make you a bit lazy and certain content (dungeons/champions/etc) you will need to recognize hits are coming to dodge/mitigate the damage.

I don’t know why but I really have a tough time telling the major blows from the smaller ones. Maybe I am too worried about CD’s and not well enough organized with my approach yet though.

I don't really get the combat system

in Players Helping Players

Posted by: endless.1376

endless.1376

Thanks to both you guys I also had no idea there was no way to avoid condition damage, so I guess its important to have something to always help you remove them from you.

There is no holy trinity!

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

The best way I explained this game, to myself, is that it is like Diablo III in its combat mechanics. Yet, at the same time I don’t really get its combat system. Maybe it is difficult for me to grasp, or maybe the devs haven’t spoken up about how they wanted the system to work.

But the way I look at the dungeons would be like how I look at playing against a boss in Co-op in Diablo III. There is no aggro managing class, no healer, but there is utility across the board for all. So the best way to approach this game isn’t via conventional means at all. You have to think of it like a dungeon crawler.

I don't really get the combat system

in Players Helping Players

Posted by: endless.1376

endless.1376

Okay, this doesn’t really have anything to do with any class in particular but I could use clarification by anyone who wants to help.

Topics I find confusing:

What does Toughness even do? How does this help damage mitigation on top of defense on your gear? What is the equation for eHP in this game with its damage mitigation stats not including utility.

Importance of investing in healing stats or increase heals by X stats on gear, or in traits? I figure this one is pretty important considering the game was built around teamwork in many areas. Is that correct?

Do I really have to bother dodging with any mobs other than Champions who have one shot mechanics? Am I expected to memorize, or pay attention to, various mob animations to somehow tell me how to avoid the one shot blows? Is there a constant similar attack animation or indicator for when a one shot blow will occur compared to blows or casts that are not one shot? How are they distinguished?

What is the stat priority for a damage dealing class? Is it main stats then condition stats?

I think I will leave it with that for now, unless this post was made in the wrong location or not acceptable. I think though that this might help show some of my ignorance of this combat system and whether its important to invest in jack of all trades stats and utility due to there being no trinity… I seriously am pretty confused by this games system.

high crit + low crit damage = sadface

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

To be honest I had no idea that you had to invest in crit damage as well, or it didn’t make enough impact. I had no idea what the base crit damage modifier was in this game, and you say its 150%? Or is it like Diablo III as to where if you don’t invest at all it doesn’t even exist until you do.

Most of the stats in this game are confusing to me. My only high level character is a Charr Guardian at 80, and currently the only thing I was going to focus on was condition damage. Yet, I have no idea how all of that even works. So the reason for my damage being at most 2.5k with an exotic GS is cause I have no clue what’s going on. I get mixed signals from this game that seems to indicate its an MMO- ARPG that doesn’t want me to grind for loot with the ideal stats I might need. And also wants me to focus on survivability over damage due to their fights being supposedly highly mobile in nature (meaning don’t stand in one place for too long).

So I think my main issue isn’t the math (of which I usually don’t care much about) but the overall direction the game seems to clumsily guide me towards regarding its combat system.

The REAL Manifesto:...

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

In WoW or Rift you often find that you have to grind your life away in boredom to get to the really cool stuff. Sometimes that even means waiting months of no content updates all while paying a monthly fee for some reason.

This is what they mean by not having to grind to get to the best things in the game. It was a painful and tedious process that was like going on a hunger strike imo. In Guild Wars 2 they don’t do this to you. You get to experience awesome things like huge bosses even at low level. You get to see high quality content at any level range rather than seeing the very best only at max level.

This doesn’t mean that there isn’t a grind, or vertical progression. There obviously is vertical progression with gear otherwise all gear would be the same tier with no stats on it. You have to have higher level items to be able to complete the higher level areas of the game with ease.

Ah kitten it. I love this game.

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

My personal storyline brought me to tears nearly on several occasions. It made we wonder what would have happened if I had joined this group or that. What if I made that choice instead? It got me invested and other than how rough some of the fighting is I think that it is pretty darn good.

With any luck and some polish to zone events and dungeons I think we shall have ourselves a nice AAA alternative in the genre.

And to this I say:

FIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINNNNNNNNNNNNNNNNNNAAAAAAAAALLLLLLLLYYYYYYYYY!!!!!!!!!!!!!!!

Where is the Guild Wars in GuildWars 2?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

Yeah I used to think this was about player guilds fighting each other as the main focus, but alas it is not. The story centering around Orr talks about the guild wars that even led to the downfall of Orr as they sought desperate means to end it. The personal storyline actually gets quite good if you take the time to pay attention to enough of it.

Convince me to play again...

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

But…there is no monthly fee. Why do so many people insist on treating this like its a sub based game.

Come back and do whatever you want in the game. As long as you have fun doing it who the heck cares! Jeesh people get a grip.

Why so negative?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

Got me. The story seems to get better and better via the personal storyline. I feel as if I am fighting for something, and that the game content is filled with story.

Is Guild Wars 2 in trouble?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

There is, in my view, absolutely no way to avoid grind and the quest for awesome loot (by grinding) in an RPG. If you remove these elements then what is left most likely isn’t an RPG.

Hardcore players likely just want progressive difficulty content for their guilds and small groups. These players usually end up helping to promote a game, but it does become a problem when the entire game is built around these players. If all ANet is doing is adding in some elements for these players on top of the vast choice you already have, then I see nothing wrong with it.

MMO’s are always in a constant state of development, and I agree with ANet that they need to consider developing content for all types of players. I have no doubts though that they will be making the normal dungeons easier to play through and understand. I personally would want the Story Mode to be simplified for experiencing the story. The explorable would remain the harder content., but that is just me honestly.

Is Guild Wars 2 in trouble?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

People love to predict doom and gloom for games. They have done this for many MMO’s out there. All ANet has to do is to learn from their mistakes and build a better game as a result. I don’t think Guild Wars 2 is going to close down shop anymore than Guild Wars 1 did.

And people have been right for many of the games that they have predicted doom and gloom. And in each of those games there were people like you and the other posters on these forums who simply chose to ignore the warning signs and turn a blind eye to the damage being done to the game.

The fact is that Anet has not learned from all of these other changes that games have made that illicited outrage from loyal customers who came to forums in droves in desperation to voice their opinion about the game they loved. It should serve as a warning, but instead all of you “enablers” chose to label us, the true long time loyal customer base of the GW franchise, as destructive when if fact nothing could be further from the truth.

All I can say is, go ahead and keep on turning a blind eye to the outrage on these forums. The same thing playing out here has played out in other forums. They ignored the outburst in those forums too, to their ultimate detriment.

I don’t think that the forums represent the entire playerbase. I do think that people are over exaggerating things in a game that is very new and also has plenty of time to change aspects of its gameplay. Your passion about helping to build a great game is awesome though!

Mob respawn timers are too short...

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

I believe they asked players that noticed this to submit where it was occuring so they can look at it. Not sure if they want us to use the in game report tool though? But I definitely agree that respawns on land and underwater are too fast at times and have caused my character several deaths.

Is Guild Wars 2 in trouble?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

Look at it this way: Guild Wars sold up to 6 million plus copies in the many years it was available. Guild Wars 2 has sold nearly half that in 3 months time (its possible they are getting close to 3 million units), which is a pretty impressive figure. This doesn’t take into account number of digital deluxe, collector’s editions, BLT digital goods sold, and other Anet upsells. All we know is that they helped to boost overall figures for NCSoft, and Anet likely is doing pretty well.

In addition, many people have this mentality to question if a game is dying after release due to drops in player activity. This would be a problem for a game that operates mostly off of monthly subs, but GW2 does not. The difference is that ANet continues to update the game, release patches and fixes, and address concerns regardless of no monthly fee. It’s because of this that I doubt this game is in trouble. ANet simply has to start working on a new expansion, which likely has already started, in order to keep the income floating in. The BLT special deals will likely also help boost sales as well.

People love to predict doom and gloom for games. They have done this for many MMO’s out there. All ANet has to do is to learn from their mistakes and build a better game as a result. I don’t think Guild Wars 2 is going to close down shop anymore than Guild Wars 1 did.

Rage Quiting has to stop people...

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

Where you see fun they see frustration. Most people don’t like being irritated by their forms of entertainment.

Please stop trying to change everything for people who are QQing

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

It may be off subject Cromx, but I definitely am looking forward to what kinds of games result from Kickstarter and Indy Devs.

We could use some more fresh ideas out there with people that are willing to be very creative and take huge risks. Not that Anet hasn’t taken risks themselves, but I have no doubts that Indy’s have to be far more creative with the smaller funds they have available. Creativity breeds new ideas under pressure.

Please stop trying to change everything for people who are QQing

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

You are assuming that they have no minds of their own. If they agree with some complaints, then that likely means they felt it wasn’t in accordance with their design philosophy. It’s not like they are buckling under pressure with the sales they are getting.

GW2 is a great MMOARPG

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

That seems to be exactly what this game is, an MMOARPG. But the weird part is that loot isn’t really emphasized in this ARPG as much as others.

OMG but you do it for the fun!

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

The best way to describe it is to use Mass Effect analogy. It is fun to go through all of it’s content, but in the end you’re left disappointed because there is something important missing. That’s all.

If this game was meant to be nothing but a massive online version of say Mass Effect, for example, then it is pretty much nothing more than a DRM based multiplayer game.

I don’t think that is what they intended however. I think they want people to keep playing the game, but honestly just adding new DE’s and monsters every month isn’t enough.

Loot in most RPG’s is a big deal honestly. It is apparently a big deal in this game as well, but fanatics seem to be saying that it isn’t at all. Tell me, is it fair that a level 80 with full exotics and the best runes in the game gets to fight a level 10 player in WvW. Yes, they get upscaled in base stats and level, but the level 80 keeps all the stats from their gear, plus all utility and elite skills. That isn’t fair, and thus promotes the idea of power in order to compete and be efficient.

Respawn rates throughout the world are too fast.

in Bugs: Game, Forum, Website

Posted by: endless.1376

endless.1376

Seriously. This is one reason I didn’t want to play the game any longer. I can deal with a bug here or there at times, but this game has massive issues right now in all aspects of gameplay.

One of the largest of these is the respawn rates occuring in dungeons, underwater, on land, and perhaps even in some story missions.

It is not fair nor fun at all to be doing DE’s or Karma objectives and have to fight off mobs that just nearly instanteously pop back up. Nor is it fun to clear a path up to a cave and not even have a minute (considering how long it takes to fight off Veterans plus surrounding mobs) until an entire area is fully respawned with mobs. That is frustrating as heck. And again sometimes you can literally kill a mob and have it instantly pop back up. Is this acceptable to ArenaNet?

Got Refund, but Account can still access the game.

in Account & Technical Support

Posted by: endless.1376

endless.1376

defo contact them mate and get them to delete it since your information is still on their database so if they ever got hacked your info would still be there.

also how did you go about getting the refund? is there a quicker way than the support tickets? or via the cc company? I have just received pretty much the worst peice of customer service in history which I can only assume is an auto response as not only is it talking from the past but it completly ignores my ticket question lol

All I honestly did was to just copy/paste my order information from my email I recieved when purchasing the digital version. Everything from Order Number down to the Serial Code was copied and pasted into my message. That helped speed things right up.

There is also a refund topic under the question topics, and be sure to include Refund in the Subject and also your Account name, which is the same thing as what I am posting with right now.

Our Time is Now Trailer. My thoughts.

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

OP,

The trailer had a deep abstract meaning to it. The problem is that most people likely won’t get it or interpret it correctly.

What the most hilarious part of this marketing attempt by ArenaNet is that the people it’s aimed at likely won’t have a clue what that trailer was about.

Got Refund, but Account can still access the game.

in Account & Technical Support

Posted by: endless.1376

endless.1376

I just wanted to mention this. I recieved a refund for the game on Friday and even more than two days later this account can still log into the client.

Not sure how long it takes to disable the serial key. I just wanted to make sure the account was indeed disabled as I am a bit compulsive and paranoid about these things.

(edited by endless.1376)

The most important aspects of a game are:

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

Quality of Life and Accessibility.

After all my years of playing these online games these two issues seem to resonate so loudly that they cannot be ignored. This game currently as it stands has Quality of Life issues, and many Accessibility issues.

I do not understand why they had to make aspects of the single player story experience so difficult. That is the first gripe, and this gripe has to do with Accessibility. These are intended to tell the story and provide some challenge, but not so much you have to be hardcore to complete them. It would be nice if it difficulty wasn’t a factor at all, but just experiencing a fun story.

The second problem: Story mode dungeons. The problem here is two fold. Both Quality of Life are seriously hampered by odd unpredicatable frustrating mechanics backed by health and damage that is likely just way to high. That last one is an accessibility issue.

Mob Threat Mechanics. This is a somewhat popular topic, and frankly many don’t really know how this works. Better explanations of this would be nice. Or at least improvements on it so that it is more obvious what draws threat more than other things would be nice. This is a Quality of Life issue.

Leveling in zones there isn’t a reliable way to find the DE’s occurring in each zone, that way I can rush out to get the xp from them in order to progress to the next zone. Not to mention you could likely miss a good chunk of DE’s by thinking a DE is over and continuing to move on. Each zone’s Renown hearts don’t offer enough xp, in addition, the drops are oftentimes pretty bad (unless it is intended that we all wear a certain amount of Magic Find?). *These are more Quality of Life based issues.

The DE"s sometimes are very difficult, if not bordering on impossible, to complete solo. They are supposedly scaling to the people participating, but as it stands this seems improperly tweaked or not working as intended. Another Accessibility issue that can be a show stopper as well.

Waypoint costs are just too much to deal with while leveling. I get they have to cost something, but this early in the game when people are struggling to build there wealth it is uncalled for. This is a Quality of Life problem.

I’d argue that in WvW it is not okay to let higher level characters keep there traits and excess stats on their gear. This creates an imbalance and promotes the level grind more than it helps ensure people can just play and have fun. If I don’t want to level to 80 and just want to play as a level 10 character than it would be better if I had the same stats as someone who was level 80. This is kind of a gripe with both the above issues, Quality of Life and Accessibility. In fact, I would argue that any player in WvW should already have a predetermined amount of traits and skill points to spend, and once they do it is saved just for WvW.

I honestly want your game to succeed, but as it stands now there are just too many problems that make the game unfun for me. I know I am only one person, but perhaps this feedback can help. Thanks.

I cannot comment on explorable modes.
I cannot comment on class balance.
I cannot comment on Ruins of Orr.

Trying to understand threat/aggro:

in Fractals, Dungeons & Raids

Posted by: endless.1376

endless.1376

Someone on Guildwars2guru mentioned that in GW1 threat was also based on targeting the weakest member of the party. And rezz’ing also seems to cause quite a bit of aggro as well.

A lot of people are also using Control T to focus down one target at a time.

Guild Wars 2 Threat Mechanics

in Fractals, Dungeons & Raids

Posted by: endless.1376

endless.1376

I am a toughness/vit guardian and I can keep mobs on me with no problem. Dungeon mobs, mobs out in the world, supply camp masters, no problem. There are some boss abilities that appear to target the squishies such as the “middle” boss in arah EM when he does his shadow step.

In addition to those traits, what abilities do you use that help you manage and/or generate threat?

Guild Wars 2 Threat Mechanics

in Fractals, Dungeons & Raids

Posted by: endless.1376

endless.1376

In GW1, there was no ‘tank’ but all the AI did was hit the first person closest, and if it was a mob, some of that mob would move past and attack other players. people might call this strategy, i call it kindergarten AI. to deepen this experience it would always attack the ‘lowest’ armoured person in the group, so in the case of ritualists or necromancers, minions and spirits were first port of call. so, no, ‘tanking’ didnt exist, like it doesnt exist in GW2, what it does do is make it so the enemy just simply attacks the weakest. (http://www.guildwars2guru.com/topic/42618-why-no-threat-mechanic/#entry1594990)

This seems to be the single best description I can find regarding threat mechanics in this game. Soooo many people seem confused about how to handle threat in the game, and here we have some information which could very likely help to deal with encounters from now on.

So first: Yes it does work on proximity, damage, and apparently also the weakest target which apparently are the squishy professions.

Second: Resurrecting appears to cause aggravation as well with hostile enemies. A shield or some kind of damage mitigation to buy time will be needed if a couple players are downed or dead.

What this tells me is that tanking based only on proximity isn’t reliable. Which most people already knew anyway (as it is only one variable, and will only result in temporary aggro). The best tank in this game is likely to be the weakest member of the group. So, perhaps the ranged and weaker professions need more toughness and vitality as a result. The melee however will need less toughness and vitality due to their better armor. How much this difference is I am not sure.

What we are left with is actually a complete reversal of how we think about tank and spanking. The ranged and/or squishy weaker professions are actually the tanks or aggro managers, or better suited for the task. The melee actually make better healers, support, and damage dealers. This seems to make more sense as the weaker professions are also the one’s that are more likely to be glass cannon types that ‘also’ deal out the most damage.

The threat table will consider these ranged classes the highest priority as a result. I wanted to come here and share this and see what others thought. Perhaps also to get a discussion going on your experiences and to see what works or doesn’t.

Some blog in 2017: Guild Wars 2 Vanilla was better

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

You do realize that you are linking to a gold selling site right? Is this some clever way to advertise inconspicuously?

My honest thoughts on Guild Wars 2 so far.

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

I agree with you, and thanks for taking the time to post this. The game seems to lack that endgame feel for quite a few. What is sad is that they will likely desperately cling to whatever they feel acts as an endgame element and just grind that out. Question is how long will that last?

Longevity in regards to the game’s appeal comes into question. Once you have seen several zones and done full completion most of the others are the same with a different flavor. The only thing I have left to really experience is the personal story, but even then some encounters are just ridiculous. Were the personal story missions supposed to be very tough? It just feels like many elements of this game were not fully fleshed out before release.

Endgame... Reimagined? What?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

My argument is that they wouldn’t have to have tiered gear honestly. They could have gear that is themed to a certain raid with bonuses to certain sets that make them interesting. The bonuses would be like "chance to summon a volley of arrows on the ground for X seconds (this ability cannot proc more than x times per minute – 20 yard radius). If the theme is in an Ascolonian Castle then you can get gear to summon an elite lieutenant to fight by your side for 30 seconds. The stats could be slightly better than other gear, but not by much as well. But these wouldn’t be tier items.

Each raid of an expansion will drop this kind of loot with the same stat values. That way you can use any raid gear you want for whatever raid you want to do. The whole point is really about winning the loot and also beating very tough multiphase encounters with huge enemies. A new expansion will likely raise the level cap and as such require higher level gear anyway.

Trinity Lite would be a good thing

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

It seems what is required is that it is an overall effort to heal, mitigate damage, while also doing damage.

I am not sure if certain damage mitigation abilities stack with other professions though or heals over time do also. There is a lot that hasn’t been addressed thoroughly it seems.

But basically what I am saying is that everyone needs to help the entire group avoid damage, remove conditions, and heal in order to get through the content with ease. Focusing targets are also important as well (Control + T focuses your target, other players can simply press T to aquire this target). CC is also necessary it seems in order to help avoid damage.

Endgame... Reimagined? What?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

Yeah he said in his post that Orr was just bigger more spectacular versions of what you have already seen in the rest of the game. Which is neat and I look forward to seeing it, but it stops just shy of what many of us expect in epic large scale encounters of extremely dangerous locations. And I mean like fighting off not one boss, but several along a massive and terrifying path. That kind of thing gets your heart pumping and the adrenaline rushing! Oh yeah!

It doesn’t have to rely on tiered gear to complete it, nor a max level player either. Heck by level 60 you have most everything unlocked anyway. But what it would rely on is teamwork in order to down these bosses to loot a massive chest and get some sweet loot! It isn’t about progression so to speak, but it is about the glory of such massive encounters that require more than 5 people. That is all really.

Endgame... Reimagined? What?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

GW2 is not a game based on the concept of “endgame”, as in being enslaved in a circular flow of repetitive grind->reward system.

Anet has been yelling for months that they were doing away with that kind of endgame and were going to give us legendaries for PvE, WvW for PvPvE guys and sPvP for pvpers.
They did.

Not happy with this formula?
You bought the wrong game for you, regardless Anet yelling this at you for years.
Guess who’s to blame.

You know what is hilarious, you say they didn’t want to do this but they did. The whole game has many aspects that promote a circular grind already for a reward.

So you know what? Why not let us structured PvE folks have our rewards for completing harder content with more powerful loot.

Endgame... Reimagined? What?

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

I will honestly say, and yes it might be bold and arrogant of me, that the longevity in PvE of this game is severely hampered by its spectacular shallow content. What I mean by that is that while events with big dragons is neat and all, it is also very brief and then done. Poof, wait a few more hours or so to see it again if you want, but it never changes and seems nearly impossible to fail.

Now the Developers could say, well we have these explorable mode dungeons. Yeah that is neat and all, and I am sure it is tough as nails, but where is the incentive? Oh right the skins…meh. Look I don’t want to bust my booty for skins, I want some seriously sweet loot to drop! And why not? I earned it if I can complete it anyway right? So loot comes into question.

But even then that is about the depth of the difficulty in a nutshell. The explorable mode dungeons and the bosses that you can encounter within them. Even then they are dungeons, but harder version of them and nothing more.

There is just something missing with this game, and I am not the only one saying this. There is something missing for the structured PvE enthusiast that doesn’t seem to get addressed. There is no real reason to keep playing unless you like PvP battles, and the hilarious thing about that is in WvW you are dominated by other max level players who keep all the stats, unlocked abilities, and what not from exotic gear and traits. They easily overpower the heck out of anyone that is level 2 and comes in and gets boosted to 80. The stat differences are noticeable and painfully difficult to counter or deal with. Don’t even bother playing PvP if you are only level 1/2, cause you will be decimated.

But the reason I make that point is because they say they want the game to be about skill. Or this is the reason I keep hearing all these Guild Wars fans spout. Over and over again I hear about skill and how gear isn’t as important as it. And yet you see how important it actually is when getting decimated by a fully decked out 80, not to mention several due to the large battles, when engaging in WvWvW. It makes no sense to me.

I say to heck with that. If you are okay with people getting nice gear and dominating people without it, then why you are not okay with letting people get more powerful gear from far more difficult content? Why can’t they then use that gear to blast their way through other dungeons for fun? PvE in an RPG as far as I know has always been about improving your gear and getting the best loot you can possibly get. And so with that I see a need for raiding. If the explorable modes won’t give us decent loot then perhaps a raid in or around a higher level range (you already start dungeons at 30), say perhaps level 60 minimum and then a new raid each 10 levels. They could be out in the world or in an instance, but they would provide loot specific to your level that is awesome! It would be something else to do that seems interesting at least.

But anyway that is my off the top of my head rant…thanks if you read that. Now proceed to tear my argument apart as you see fit.

The Endgame Reimagined Post

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

https://www.guildwars2.com/en/news/the-endgame-reimagined/

Mike talks about their version of endgame content as they see it for Guild Wars 2. It is an interesting read and if you have the time I’d recommend looking it over. Just figured I would share this here so that it can get as noticed as possible.

Thanks

Legendary Weapons

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

Special affixes?
Some of the runes have pretty wacky effects.
For example my Necro has a full Grenth Rune set and every time I use my healing skill a shiny frost spell effect appears and chills enemies near me!
http://wiki.guildwars2.com/wiki/Rune

As for legendaries… Well they are “just” skins.
By that I mean they actually have awesome visual special effects.

You can see the beta versions of Twilight and Sunrise on this video:
http://www.youtube.com/watch?v=plCpEbV158k

Yeah! And that is pretty cool isn’t it? A chance to freeze enemies by doing something while playing the game. I think you get it, but this is beginning to veer off the topic of the thread. That seems cool to me at least, and apparently you as well.

Legendary Weapons

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

I think that a lot of you Guild Wars types think that ArenaNet made this game with the same intention of making this game PvP focused. But that just isn’t the case. I have no doubts they will be catering to both crowds, but we just currently don’t know how they will yet cause the game is still new.

I don’t really want end game tiered items, and I think or hope a developer understands what I mean when I type that. What I want, and perhaps other action rpg enthusiasts want/expect, is simply unique loot affixes on gear and weapons that make the game even more fun. And that applies to any level range of content, since there is no ‘end game’ focus per se. Making a unique build with unique armor and weapon sets can be a lot of fun.

I was just hoping that Legendary’s would follow this line of thinking, but if it doesn’t than whoopty doo. Something tells me though that Legendary’s won’t just be for the skins though.

Legendary Weapons

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

Well then I revert to my prior statement. Grinding all that time and effort for something that is nothing more than a skin is not fun to me. If a Legendary is truly legendary in power and not just appearance then it is awesome!

I mean hey if I want to play a purely skill based game I wouldn’t be playing this game at all. LoL is a skill based game with a very steep leveling curve and it is free.

I was hoping this game would have unique PvE items that allow you make custom builds otherwise what is the point in the long run? Play dress up to show off my skill? Grinding isn’t skill…it is grinding.

Respawn rate is way to fast sometimes!

in Suggestions

Posted by: endless.1376

endless.1376

Very true. You can kill something and move on only to have that same mob respawn right behind you seconds later. It really is a pain to deal with.

Legendary Weapons

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

So if I don’t want to be the best player or strive to be the most skilled player than Guild Wars 2 isn’t for me?

Youll have to explain me that one, sorry. Totally lost me

If I don’t want to strive for skins to show off my leetness. I mean I personally don’t care to get a legendary for the skins only. That to me is a complete and utter waste of time. To me personally it is.

I want to get weapons and gear with special affixes or procs that are fun and allow the building of a special build for my profession. Just grinding for tokens in a dungeon to get gear that is only for a skin seems boring. I don’t care what others think of me nor do I want to show it off. I simply want to make the most of the game and have all the fun I can with it. So obtaining skins aren’t fun, and thus this makes the legendary’s completely pointless.

So basicaly, you want stats?

Then legendary seeking is not for you, no.

If you mean stat progression over exotics, thrn your correct aswell, gw2 is most probably not for you either.

Yes exactly I want stats that have custom things they can do that are fun. Basically they would say allow for all the stats exotics can have but one additional as well that provides a fun unique benefit to the wielder of it.

I don’t understand how an action RPG can’t want to provide unique loot with interesting stats, especially something that is called a Legendary. It makes no sense to me, but hey it is there game…

Again, you lost me.

You keep saying you want stats, yet you mention something unique.

I can work with that last part.

Instead of stats, have the legendary unlock you a special dance? And emote? Make everyone around you a random critter for 30seconds?

That i agree with. Would even vote for .

Increased stats ? You wont ever get me aboard that train .

No, it would have the stats every exotic weapon has, and in addition it would say drop elites (like legendary city guards) from your respective race to fight by your side for X seconds (can’t proc more than 1 time every 3 minutes). You must not play action rpg’s I guess.

The stats themselves would not be higher than what appears on an exotic weapon however. They wouldn’t be raised simply cause the weapon is legendary. But each legendary would have an awesome ability unique to each one. Not something pointless like summons critters or whatever, but something that makes you powerful in PvE!

Legendary Weapons

in Guild Wars 2 Discussion

Posted by: endless.1376

endless.1376

So if I don’t want to be the best player or strive to be the most skilled player than Guild Wars 2 isn’t for me?

Youll have to explain me that one, sorry. Totally lost me

If I don’t want to strive for skins to show off my leetness. I mean I personally don’t care to get a legendary for the skins only. That to me is a complete and utter waste of time. To me personally it is.

I want to get weapons and gear with special affixes or procs that are fun and allow the building of a special build for my profession. Just grinding for tokens in a dungeon to get gear that is only for a skin seems boring. I don’t care what others think of me nor do I want to show it off. I simply want to make the most of the game and have all the fun I can with it. So obtaining skins aren’t fun, and thus this makes the legendary’s completely pointless.

So basicaly, you want stats?

Then legendary seeking is not for you, no.

If you mean stat progression over exotics, thrn your correct aswell, gw2 is most probably not for you either.

Yes exactly I want stats that have custom affixes they include that are fun. Basically they would say allow for all the stats exotics can have but one additional as well that provides a fun unique benefit to the wielder of the Legendary.

I don’t understand how an Action RPG doesn’t want to provide unique loot with interesting stats, especially something that is called a Legendary. It makes no sense to me, but hey it is their game…

(edited by endless.1376)