Will current precursors get cheaper on TP?
in Guild Wars 2: Heart of Thorns
Posted by: hazenvirus.8154
in Guild Wars 2: Heart of Thorns
Posted by: hazenvirus.8154
With precursors becoming cheaper, full legendaries naturally will become with that cheaper too in a kind if 1:1 way I guess proportionally.
If precursors become cheaper due to the scavenger hunt system, I suspect you will see more demand for the other materials. Depending on how well the other materials handle the increased supply I think we will just see the high precursor cost move into other materials, like T6 mats.
I would guess legendary weapons will simply remain about the same cost or increase.
This also depends on how well new content supplies mats, like T6.
You’d also have to scale down the stats…
And do all new animations…
And new weapons skills…
Predator fires bolts of plasma from a endless core, so it could be dual wielded.
Also how about warriors being able to wield a 2-hand and offhand, like Greatsword/dagger, Hammer/shield, Greatsword/sword, and so on. It wouldn’t be as crazy as two 2-hand weapons, but could provide some interesting weapon combos.
Considering the game runs on a 32-bit client and dx9 they can only optimize so far, building a new computer and I know the game won’t be able to take advantage of any of the new hardware except for a single core on the new processor. Unless we get a 64-bit client and dx-12, we won’t be seeing any leaps, unless there are major memory leaks in the code that the devs can fix or some multithreading development.
I don’t think you should be able to fly with plastic crow wings, the back slot becoming the glider slow would also force players to make new back pieces to do the new content, image if you had to trade your ascended back for a blue glider to play content.
Also plastic crow wings can’t make you fly…
in Guild Wars 2: Heart of Thorns
Posted by: hazenvirus.8154
And all I’m saying is that some players find enjoyment in collecting items of values. In a virtual game where everything is pixels, worth is relative to what people desire. I never said anything about a desire to feel superior to others; that was an incorrect assumption you made. I think if you constantly judge others who are different than yourself as inferior to you, perhaps you might want to seek help.
I think that precursor crafting and account bound legendaries is a good thing, and I also don’t want crafting a legendary to become impossible for casual players. However, I do think that it should take much longer for someone who plays only a few hours a week and spends only half that time progression towards their legendary than it does for someone who invests 6 hours a day into the game focusing every bit of it onto their goal of obtaining a legendary. Be it a thousand hours playing hours every night for a few months or a thousand hours playing a couple hours a week for a few years, it would be possible for anyone, even “causal players”, to obtain a legendary. What I DON’T want is something that I can accomplish within a couple weeks, and everyone else can attain within a couple weeks, because to me that requires no commitment, effort, or investment into the game and hardly feels “legendary” or worthwhile. It has nothing to do with being “better than” someone else or a “superiority complex”, as you love to so blindly criticize.
That’s great, but I was not personally attacking you. I was referring to such players in a general sense. I do find it ironic, however considering your last statement, that you enjoy collecting items of “value”, think current legendary weapons are not prestigious because players can obtain them by supporting the game or playing less than you, and it ruins your fun enough that you feel the need to ask for it to be more difficult for players that don’t invest as much time, but are capable of making more gold.
I would argue spending $500 on the game requires equal investment to playing long enough to make that amount. The problem is playing Guild Wars 2 as a job doesn’t make me enough money per hour to warrant me doing it as a 2nd job. If you are capable of making more money in game than someone is willing to spend then you will probably accomplish the task quicker anyway. From the sound of HoT you will have your wish anyway forcing players to spend an equal amount of time as you for some of the tasks. In the end though there will still be a lot of legendary weapons and in a year you will feel the same, the feeling that your legendary weapons have no value because other people have them. The fun for you is in having something other people don’t then is it not?
I think I guessed pretty close to the truth even if my statement is not entirely accurate.
I don’t see how it will be any better or worse. The cost of creating these legendaries will move into other materials and we will have to spend the same if not more in gold. Only real improvement is people will probably have to do the precusor scavenger hunt, map completion, get 500 dungeon tokens, farm karma for shards or chest train SW, get WvW badges if they aren’t sitting on 1000s like most veteran players, and then they can still buy everything else. All that stuff you have to do is easy… and the other stuff is the same and can be bought with gold from gems.
I don’t mind either way, everyone should be able to get a legendary, bought or made means very little considering how easy the non-tradeable parts are now.
in Guild Wars 2: Heart of Thorns
Posted by: hazenvirus.8154
I’m glad you made it clear that this is just your opinion, but your opinion seems to be that there is only one “right” way to to enjoy the game- and that people should only enjoy the game a certain way.
For what it’s worth, my opinion is that everyone’s reasons for enjoying the game are equally valid, and that everyone should try to enjoy the game in whatever way suits them as long as doing so does not involve anything immoral or unethical (e.g. directly harassing other players, griefing, gloating over others, provoking others, etc.)
Some people find enjoyment through collecting items in game that are of grate worth and value in that it is desired by many but attained by few.
All I said is that you should probably play a game to have fun. If you don’t play the game to have fun, but instead as a way to feel superior to other people, I think you might want to seek help.
If the aqusition of virtual items to feed a superiority complex is how you have fun though, then great I guess. I think that is a poor way to find enjoyment and ultimately futile and empty, but it is your choice.
I think precursor crafting and account bound legendaries is a good thing, but I don’t want crafting a legendary to become impossible for casual players. This is because prestige doesn’t bother me or affect my personal enjoyment from creating, playing, and improving my character as well as interacting with other players to accomplish that.
in Guild Wars 2: Heart of Thorns
Posted by: hazenvirus.8154
If you make a legendary because you want to feel superior to other players then you made it for the wrong reason. You should do anything in game because you enjoy it. I make legendary weapons because I enjoy the look of them. Everyone should have access to content if they want to experience it. Gating things behind the requirement of spending ridiculous amounts of time playing or exclusive limited events only hurt people who have lives and the majority of your playerbase. If you can’t enjoy something in game because you can’t stand not being the only one that is a personal problem and in my opinion you are playing the game for the wrong reasons, perhaps as a way to feel superior to your fellow players. If that is the case then there is a place for that called PvP where you can distinguish your skills without detracting from areas of the game that should be open for everyone to experience. This is also a key part of why many people play the game, because they can do it without quitting their job and still reach goals that in other games could never be realized. Many of you look to older games that had weapons and armor that only a few dedicated souls could obtain, because they were able to ignore the real world more than other players long enough to obtain them. If you suddenly had a job and only and hour to play each day though you would also fail to manage those “feats.” That kind of prestige is draconic and only seems to push the notion that players that make the game a job deserve more than other players. By merit of being in game more they already have an advantage and now they want items that are only obtainable by them. This game wasn’t built on that notion though, and I would hope it continues to give even the most casual players a means to the same content that hardcore players can obtain more easily by spending most of their time in game.
It’s fine imo. It really fits the profession well: you’re not supposed to arrive in a fight with Adrenaline built up. You’re supposed to gradually enrage, and liberate all this rage in one burst. As soon as your enemy is dead, there is no reason for you to still keep your adrenaline level up.
There are many reasons and if we are going to get all “logical”… warrior in huge battle kills first enemy before getting full adrenaline, runs 10 feet to next one and adrenaline is gone before they get there. Warrior chasing thief that manages to get ooc for a second, poof no more adrenaline. That makes no sense. Also makes rifle a joke in any situation, not that it wasn’t already. As if that wasn’t enough most warrior bursts are quite telegraphed and war will lose all adrenaline, when they miss. I think curbing adrenaline drop and keeping one bar between is a fair compromise as well as only losing a third or half for a missed burst. This is the reason every warrior will be running longbow, because you are not severly punished for other players dodging something obvious that they should be trying to dodge.
Right now adrenaline feels like a broken class mechanic compared to what it could be if implemented well. Personally I can’t wait for warrior specializarion so we can maybe get something fun to use. RIP adrenaline, I won’t miss you or burst skills.
(edited by hazenvirus.8154)
I don’t understand why people like the flying monkey costume so much.
normal gear is normal gear
Exotic gear is “the best” gear you can afford
Ascended gear has slightly higher stats and the ability to be infused
-> Key feature : Account bound, can share the same armor set with all characters.Legendary weapons: Has same stats as ascended, can switch stats on demand, also account bound.
I see nothing bad about this. Adding unnecessary runes ,unlocks, gem store privilages ….is unnecessary
Unnecessary if you want ascended to remain more functional than legendary due to their low price. Necessary to make legendary as functional as ascended, without having to craft ascended on top of a legendary.
Wouldn’t it be nice to have an item to change the stats of a piece of ascended equipment? (…)
First of all, the idea is good, but I don’t think it should be done with ascended items.
ANet should bring legendary armor with this ability, and make that armor almost as difficult to craft than legendary weapons.
Why?
We would need a new crafting component, because who would buy blood for 60s/piece when you could craft it with totems at like 30s/piece and just change stats.
Something like this would totally mess up T6 material prices. They would all end up at 60s/piece and lots of people would be QQing about the expensive price.The fact that loot boxes have “useless” stats is only because the whole game only has like 2-3 useful stats, because the other stats are NOT REQUIRED.
So instead of keeping stats useless, they should change content so that it makes sense to wear cleric or shaman or whatever equipment. Some berserk killing mob extremely hard to dodge with tons of damage to one-hit berserks. That way people might consider using something else. But that’s another topikittenil then these stats might be useless but still should not be changeable.Ascended items are cheap in comparison to legendary weapons, but still offer the same values. It’s probably cheaper to build an ascended sword with each of the different stats than crafting the legendary sword.
And that way it should be with legendary armor. If you want the luxury of changing stats, spend lots of time and gold.Gemshop is also a bad idea, since it might be considered pay2win and also might raise the gold/gem exchange to the extreme.
So, referring to your original question it’s a nay for me but a yes for legendary craftable armor.
Actually ascended is a better value than legendary from a functional standpoint, cheaper to make many ascended and each one can have a sigil that fits the stats without having to destroy the current sigil. If you are swapping a sword from power to condition and want to use tormenting, but have to drop 8g due to your force sigil, then ascended quickly becomes cheaper, as a legendary owner I find myself making multiple ascended weapons to support different playstyles rather than swapping my stats.
Legendary armor will be no more than a skin without rune swapping. Just imagine swapping out a 70g set of runes each time you want to play an optimal but different build, defeats he purpose of stat swapping being efficient.
This is also where anets debate that legendaries are more than skins falls apart, especially when there is no gear treadmill, stat swapping on them is poor for changing between different builds due to destroying sigils. If people feel like they need to make new weapons for their builds instead of using stat swapping for even one different build, then stat swapping has failed in its original design.
(edited by hazenvirus.8154)
staff isnt magic based weapon inreal if u see any kungkittenmovies or any old movies XD all of them use staff :P its jsut a melee weapon with no magic at all . tbh staff without having magic effect makes more sence
Except for every staff in the game so far being designed around them being for casting.
Physical weapons that make sense for warrior are: dagger, torch, shortbow.
If rev gets staff in HoT I expect it to be guardian like.
No
legendary should only be a skin – nothing more
Anet considers legendary weapons to be more than skins or they would have refunded every duplicate legendary when the wardrobe change happened. As it stands they refunded a few and then changed their minds and decided legendary weapons were way better than a skin or multiple ascended weapons, so now they are more than a skin and ascended weapons. Time to add sigil swapping and finish the job because the truth is they were wrong, legendary weapons are no better than a skin, because you can make every useful stat combo of ascended weapons for a fraction of a legendary and have proper sigils for each one.
10 coats, I don’t even do it consistently.
I hope not, if they don’t bother properly animating stuff like that then it will look even worse as a glider skin than they do as a backpack… do I really need to post the flying monkey gif again…
I do WvW when I want to WvW, when I do map completion in WvW I am not helping my server at all and it isn’t challenging or difficult. I go into wvw get the stuff my server should own and leave, then next week if we rotate I do it again. The difference between between WvW and PvE map completion is that you can go solo in PvE and always complete part of it. In WvW it can be impossible to get certain areas despite your best efforts and there are live players there that will go out of their way to ruin your day again and again. In the end WvW map completion was as bad as a time gated material all you had to do was log in and get the right stuff, except WvW was time gated by weeks depending on the server rotation, and for certain extremely poor servers longer. PvE map completion on the other hand can be farmed as long as you are willing and if PvE players could make a WvW players map completion more difficult in PvE you can be kitten sure there would be WvWers complaining. This is a positive change.
I hope they bring them back soon! I missed out on these as well.. Didn’t think it would be a one day only kind of deal.
So the ending soon big sign on them dident give you a clue? you could even click on them and see how many hours was left on sale.
Read the post again. Sounds like he probably logged in right as the sale ended, unless for some reason he was playing gw2 during one of these activities:
a) driving to work
b) working at work
c) driving home from work
Unfortunately not everyone can get on gw2 everyday. Once you realize that you’ll understand.
On a side note I hate these wings, almost died last night when a Charr blocked my view of the boss and the animations. I’m glad anet found a way to fund the game for the next few years, but not to happy about what they do to the general look and feel of the game. Maybe someone should make Crow Simulator, I bet people playing this game would buy it, lol.
I’d like to remind you that you are proposing to report people from a game they bought for not doing anything in the game they bought.
But on the other hand, this is a game, and everyone plays to win. So with the regards towards the masses, Majority rules. If your not here to win, your not here at all.
Also, no. Your whole premise for this AFK report feature hinges on something that isn’t true. Some people play a game to entertain themselves, which may happen to include afking in Silverwastes.
You cannot criminalize the playstyle of one individual to benefit the playstyle of another. Find another way.
I like this way of deciding morality of an action. Assuming intentionally AFKing is a playstyle. If everyone adopted this playstyle what would happen? No events would get done, dungeons would be pointless, the game would be pointless, hence the AFK playstyle is not beneficial to the majority and immoral.
Sometimes people have to go afk for real stuff, but AFKing with the intention of recieving the same rewards as the people there doing it for you is wrong. Whether or not we can discern the difference is another problem, but doesn’t change that AFKing intentionally is wrong.
What I see when I visit any crowded area or event now.
How do they fit in lore-wise?
What exactly do they have to do with Tyria? Where’s the lore behind these?
Most people seem to be missing this, so I’ll explain it.
These are NOT connected to the lore … yet.
These are related to a future release, likely something to do with HoT. By putting them on sale for one day only, they have people rushing to buy them, just so they can be walking billboards for whatever event they’re going to be from. It’s like when people buy T-shirts with the “Coke©” label across the front, and pay extra for the privilege. Marketing-wise, it’s pure genius.
This just makes me miss the wings in CoH.
Oh, gods yes! I miss that entire game so much…
PS: “Purpled out Warshade” :p
Actually they were part of a costume, spliced out and made into a back piece for crow enthusiasts who want to look like crows too. They probably have no relation to HoT whatsoever. I think they need to add a corn feed gem store item so I can feed all the crows that have been added to the game.
Max direct damage will likely still be the go to unless Anet radically changes current and future content to punish players who rely on proper positioning, dodging, and active defenses over passive stats and face tanking.
in Guild Wars 2: Heart of Thorns
Posted by: hazenvirus.8154
In the developpers’ point of view, a 1 handed weapon means more skills to create than a 2 handed one, since you also have to think about the number 3 skill (which depends on both main-hand and off-hand weapons).
Then again, I wish all the weapon skills will be tweaked with specializations so we don’t really feel let down if we don’t like the new weapons (even if it’s just new visual effects)
I could be wrong but that only happens for Thief right now last time I checked.
I’m kinda waiting for the day when one of these so called “Tanks” fires off a Taunt and the mob comes running towards him, hits him twice, taunt ends and the mob runs off somewhere else. “Tank” is left standing there in their Nomad armour going “I’M RIGHT HERE! YOU’RE SUPPOSED TO BE HITTING ME! HOW DARE YOU RUN AWAY FROM ME!”
It will be even more funny if those 2 hits will kill the “tank” in question, because the mobs “autoattack” was also his oneshot mechanics.
This reminds me of Deadeye from the arena when I fought him with my mesmer and I used Moa on him, his auto-attacks one shotted and they were rapid.
We’ve only seen half the class and I expect it will have a melee power weapon setup too. Max direct damage will likely still be the go to unless Anet radically changes current and future content to punish players who rely on proper positioning, dodging, and active defenses over passive stats and face tanking.
Unless your group is actively removing defiant stacks so you can taunt it will be like any other cc, after the cc goes off boss will have 5 stacks of defiant. And if you can do that you’ll be better off chaining the ice bow freeze, so the mob isn’t even attacking. Taunt is a new cc, not a game changing way to bring traditional tanking to gw2.
I, for one, welcome our new Revenant overlords.
I can’t help but feel the Revenant will outclass many if not all the current professions. I plan to play one though and my warrior will be donating 80 Tomes, 2 ascended sets, and a several legendary weapons. RIP warrior.
(edited by hazenvirus.8154)
I would like to see forced wp after 1 min of not being rezzed at cost with an addendum. If you are forced to wp you are shunted to another shard and lose credit for participating in the event. This would solve the tag and afk mentality of a lot of these event farmers who leech off the population actually trying to complete it.
This would also greatly discourage new players learning an event like Tequatl where they might die, or punish a player who has a perfect round and dies unfortunately. People would shy away from doing parts of the world boss where they might die. Like doing melee in the first phase of Tequatl, usually someone inexperienced or who becomes distracted for a moment or has some lag dies to a combination of knockdown and poison. Stripping rewards because of a small mistake when they might be doing well otherwise would punish real players who are not leeching. I don’t think it is a good solution if it may punish players who are participating legitimately or learning the fight.
All these people want is prestige, to have something other people don’t. If you can’t enjoy a Legendary weapon for the way it looks then you are playing the wrong game. The closest thing I can think of to what they want is WoW vanilla legendary weapons. When I played that meant a couple people were chosen to go for a legendary, more likely one person, and if you were extremely good at showing up for raids consistently or happened to be a guild founder you got a legendary. With this system the people who have the time and commitment to show up for hours and raid every night get rewarded with prestige weapons, but the truth is given the same amount of time to play most people could learn the raids and accomplish the same things. I’d much rather have everyone able to obtain the weapons and not have to commit to some kind of raiding schedule just to get a weapon. That kind of prestige has never been what gw2 is about. In the end even those weapons were more time based, hidden behind the “skill” of organizing and gearing 40 people for a raid.
Really though the cost of a Legendary won’t become less, especially if they follow the same formula. Try and imagine the price of all the other mats, t6 for instance, if everyone was just handed a precursor. The cost will simply shift into the other parts if precursors become more available.
I fail to see how Dungeons are Elitist gameplay? If they are then it was the community that made it that way. As the most dungeons are still quite casual and do not require very much planning or organizing.
You’re right, it’s the community that made it Elitist, but also Anet’s fault too. They weakened all the other profession except Warrior and Ele, so in a sense, they created the hostility when other class try to join a pug.
Lol, warrior was #5 for dps back when they were considered good. Now warrior’s bring banners and poor dps. Ignorance is what makes people believe wars are the end all be all for pve. You invite a war for banners these days, other classes do the dps part better.
Shatterer could be much more fun, just remember people don’t enjoy fighting a giant hp pool when you make the changes. Focus on players utilizing tools to open opportunities to attack. Also make the core mechanics anti troll, I remember when people would grab turrents in Teq and do nothing. The success shouldn’t hinge on the success of any one small group or single person. VW is a good example, where even if one group fails it can still be won. Teq is a poor example where one person on a turret can impact the entire fight or one group failing a battery can spell doom for the map.
If you want to make ultra difficult content then please move it to a raid instance, so people who want to do it don’t have to fight the server system, other players, and can organize easier with their guilds and without relying on boss timers. You can even have an easier open world version with the same drops, only much lower percentage. Then have the hard mode raid nearby (instanced and available once a day or week anytime) that requires more coordination, but is more rewarding.
(edited by hazenvirus.8154)
Unless the new precursor crafting is less expensive than the current precursor prices, now might be the best time to buy. What everyone should really be worried about is mat prices if the new legendary weapons use the same formula and even if they don’t precursor crafting may significantly increase the demand of the older weapons, hence more demand on those t6 mats.
If precursor crafting greatly increases the frequency of legendary weapons being made, prepare for every other material you need to fill the cost difference and rise in price.
(edited by hazenvirus.8154)
in Guild Wars 2: Heart of Thorns
Posted by: hazenvirus.8154
I disagree, I don’t care how much money you throw at the game, a player that would not be capable of acquiring a legendary themselves should still not have a legendary, otherwise it messes with the games overall progression, why would I bother getting a legendary to show I’m capable of more than most in this game if someone else can just bypass that with money? The game is not a test of how much money you have it is a test of your personal and group skill and abilities in a verity of forms.
On the Pay to win thing, I had a paragraph typed out but deleted it, I personally feel that GW2 has sufficient gem store reliance to be considered pay2 reasonably win too many things involve or are through the gem store (which a gem – gold conversion does not negate).
That is based off the fact that you can make your character look quite high end using purely gem store items/ converting to gold which disrupts how I view progression (i.e worse players look ugly and have crappy skins, high end players have more advanced skins and nicer items).
Unless fashion gives players a measurable advantage then it is not p2w. Fashion Wars 2 anyone?
Legendary weapons shouldn’t be made so you can feel special compared to others, you should be making them because you genuinely enjoy their style and effects. Furthermore that person who has a real job could make a Legendary easily if they smashed their face on the keyboard doing Vinewrath or any other farm-able thing in game long enough.
Saying that someone who converts cash to gems to gold is not deserving of the legendary is the same as saying anyone who smashes their face on the keyboard farming doesn’t deserve it. Kind of interesting that you think you don’t deserve a legendary.
Crafting a legendary without gems only shows you spent time playing this game or got lucky with some RNG. The amount of skill or in game knowledge isn’t a factor and for a game like gw2 it shouldn’t be or it wouldn’t be gw2.
The current model supports Anet and continued development, allows anyone to get a legendary and enjoy that aspect of the game. Gating it behind anything else will just annoy more players and the “prestige” seeking players who spend more time than anyone will always be unhappy, because they only care about appearing better than other players, but guess what, you aren’t a better person because you have more or look better.
I have made 7 legendary weapons in game and I think even the most casual players should be able to obtain them. I could care less if everyone has the skin because I personally enjoy it, if exclusivity is all you care about then I would go pick up the pearl weapon set, I promise you there are less people using it.
(edited by hazenvirus.8154)
Dagger, duelist. Parrying dagger can be wielded with any weapon including 2h due to the warriors strength. This changes the last three skills similar to thief, with a focus on parrying and countering attacks.
Won’t happen but I’d love to wield Eternity and Incinerator at the same time. Parry an attack with incin and follow up with a giant attack with eternity.
While it doesn’t seem common for people to move toward a condition build, with the amount of players many like the OP will ultimately try it. It could be valuable for anet to include a mini-tutorial somewhere so people who may wish to play a condition build can understand the mechanics before they invest heavily into it. Not everyone visits the the forums and they probably wish there was warning in game about condition issues before they out are laughed out and kicked from a dungeon or realize at some point they are doing subpar damage. Conditions can be powerful in pvp, but with out the perfect group setup they fall by the wayside even in small scale pvp (dungeons) and are next to useless in most uncoordinated large world events (coordinated tri-wurm and certain mordrem the exception). This still requires coordination, however, because even if the enemy takes more condition damage power builds will attack if they don’t know and kill that condition damage.
TLDR: If you can’t fix condition damage at least help your players figure out it is a niche pve build before they invest in it.
(edited by hazenvirus.8154)
Yes, but when you need to go finish the achievement there is nothing in pve stopping you that you cannot accomplish alone. In pvp there is the possibility that no matter what you do solo you won’t be getting that point for a month or longer, which actually happened once when the servers in t1 were stagnant and didn’t rotate. Also being online at the right time for some of these things to happen in wvw is much more difficult if you can’t play a lot.
That said as long as servers are rotating colors it is easy if you make sure you hop on and get everything inside structures while your world owns them.
I didn’t say that the 8% was easy, I’m simply stating that the amount of crap PvE’ers ‘have’ to do (compared to what they find enjoyable, or at the least tolerable) is easily out weighed by the amount of crap WvW’ers ‘have’ to do (compared to what they find enjoyable, or at the least tolerable). Especially if the PvE’ers listen, the same advice is given in every thread that pops up on this subject and it’s all fairly sound advice (I personally consider transferring servers for map completion to be a little iffy).
The answer to getting map completion in wvw is easily enough boiled down to “Pay attention, and be on at the right time” which can suck, if you don’t get to play often (I agree)… However the answer to getting map completion in PvE is equally boiled down to “spend, spend, and spend time”
Yeah, but you’ll never log in to get one poi in pve and have to give up because it just isn’t possible during your current session of play. You might not be able to finish map completion in pve in one go, but you’ll never feel like there is something blocking you from completing more and more during that session. I think that is the key difference that bothers people most.
There is another good post somewhere on the forums, about why this shouldn’t be called a zerker meta, but an efficiency meta. No matter what you do players will run the most efficient build. If you nerf stuff to the point soldier is better, guess what… Soldier Meta! LF3M must have soldier gear. Without a drastic rework of game mechanics or a fix to conditions so condition players can be effective without their conditions being overwritten you won’t be seeing diversity. Buff healing? Doesn’t matter because the good dungeon runners are dodging and their utilities take care of the rest.
Zerker meta isn’t hurting anyone, I have full zerker/apothecary/dire sets and I play whatever build I want and I’ve never had an issue with anyone. Knowing the fights and playing your build to the best of your ability is all the matters. If you don’t care about efficiency then don’t be expect to do it as fast or let it bother you.
You’d all complain more if the efficiency meta was some combo like 3 zerker 2 condi, because people would get kicked left and right for those last two spots and we’d have even longer waits.
Final tip, post your own group. If you are waiting for somone to post there are bunch of people doing the same thing. Just be clear of your intentions, there are lots of people who could care less about what you run, as long as you are kind, ask questions if you don’t know, can handle friendly advice, and do your best. Who knows, you might run across me when I feel like playing banner war. Then we can all faceroll our way through the dungeon literally, while I heal for 1k + per second and give 0 kittens about what is happening…
None of that is the point. The point is that having little to no build diversity because there is only one role to rule them all is not good for the game. Regardless of how much or how little you care about that, it’s not really a defensible status quo.
There is one role to rule them all because every player does them all at once. It is each player’s responsibility to perform every roll as needed. Healing (self healing counts), support, and damage. I do all three by picking the best utilities for the content around the build I choose to play and then I go crush some dungeons because I don’t have to wait around while we get a healer and a tank and support because I can do all of them if I need to and so can everyone else. Certain builds and classes may excel in one area or another and you can hone a build to excel in an area, but at the end of the day you need to be doing all those things or you probably won’t be very successful.
Found one of my old posts that applies:
I’d prefer the removal of WvW from map completion entirely. I imagine it’s a nightmare for people that only play PvE.
Agree with this. Have completion for one character & still play world vs world on a part time basis.
Also understand the idea is to get people into world vs world, yet players with no interest in this format of the game are kittened.
Generally the easiest opportunity is when your server is lucky enough to be on the dominating end of lopsided world vs world rounds.How do you guys feel about players who wvw exclusively though? Are we not allowed to like shinies? We have to go PvE if we want any shiny weapon, and yet we don’t make forum posts complaining (largely because we realize we’re the minority)about being locked out of dungeon skins, or luminescent skins (specifically referencing things available in Spvp, because Spvp still does not equal wvw).
Yet you’re complaining about 4 maps:
76 Points of Interest
13 Skill points
40 vistas.
25 Waypoints (All given btw)
and yet…
There are
301 hearts (Not included in wvw)
646 Points of interest (722 total- 76 listed above)
189 skill points (202 total- 13 listed above)
226 vista’s (266 total -40 listed above)
482 Waypoints (507 total – 25 listed above)Total all that up (using totals)= Hearts + POI’s+ SP+ V’s+ WP’s =1998 things need for map completion.
Things need for wvw map completion = Hearts (0) + POI’s (76) + SP (13) +V’s (40) +WP (Functionally 0, but i’ll give you the benefit of the doubt 25)=154154/1998= roughly 8%
You guys (PvE’ers exclusively) have to play 8% of the game you don’t like to get your legendary (or your achievement, what ever the motivator is). We (WvW’ers exclusively) have to play 92% (more than 11 times as much) of the game that we don’t want to for our legendaries (I don’t know a single WvW’er who actually has the nerve to say “I just wanted the achievement” so…)
And guess what: we do it, we might cuss and moan to our guild mates, but we do it. So, like I said earlier:SideNote:
If you want legendary but don’t want wvw: Buy the kitten.
If you don’t want legendary but want map completion: Deal with the kitten
If you want map completion but refuse to deal with the kitten: Live without the Kitten.Cheers!
~I apologize (in advance) if this quote is a little more aggressive than the thread it’s posted in. It just saves me a lot of time quoting it/myself instead of recreating it every time.
Yes, but when you need to go finish the achievement there is nothing in pve stopping you that you cannot accomplish alone. In pvp there is the possibility that no matter what you do solo you won’t be getting that point for a month or longer, which actually happened once when the servers in t1 were stagnant and didn’t rotate. Also being online at the right time for some of these things to happen in wvw is much more difficult if you can’t play a lot.
That said as long as servers are rotating colors it is easy if you make sure you hop on and get everything inside structures while your world owns them.
There is another good post somewhere on the forums, about why this shouldn’t be called a zerker meta, but an efficiency meta. No matter what you do players will run the most efficient build. If you nerf stuff to the point soldier is better, guess what… Soldier Meta! LF3M must have soldier gear. Without a drastic rework of game mechanics or a fix to conditions so condition players can be effective without their conditions being overwritten you won’t be seeing diversity. Buff healing? Doesn’t matter because the good dungeon runners are dodging and their utilities take care of the rest.
Zerker meta isn’t hurting anyone, I have full zerker/apothecary/dire sets and I play whatever build I want and I’ve never had an issue with anyone. Knowing the fights and playing your build to the best of your ability is all the matters. If you don’t care about efficiency then don’t be expect to do it as fast or let it bother you.
You’d all complain more if the efficiency meta was some combo like 3 zerker 2 condi, because people would get kicked left and right for those last two spots and we’d have even longer waits.
Final tip, post your own group. If you are waiting for somone to post there are bunch of people doing the same thing. Just be clear of your intentions, there are lots of people who could care less about what you run, as long as you are kind, ask questions if you don’t know, can handle friendly advice, and do your best. Who knows, you might run across me when I feel like playing banner war. Then we can all faceroll our way through the dungeon literally, while I heal for 1k + per second and give 0 kittens about what is happening…
That much is true, though how in the world could 5 level 80 people take out an Elder Dragon of that size if we are going to go up close and personal?
Destiny’s Edge tried it, and all it accomplished was the death of Glint.
Because they were missing one member. I am talking about up close and personal after cutting it in half with a laser and hitting it with cannons and having it fall with a airship landing on top of it. Then fighting it at its most vulnerable, but up close and personal. That shouldn’t seem outside the realm of reason.
This isn’t a reply to say PSO2 is better then gw2 combat but I really like this discussion and I’d like to understand what is happening between these 2 games. Frankly I seriously enjoyed PSO2’s combat but gw2 is essentially doing the same thing is it not?
Example of Phantasy Star Online 2 Combat:
http://www.youtube.com/watch?v=KkuwP7HyR-EShe is locked on target much like we tab target something and dodging accordingly albeit at a much higher frequency and style. But it’s still similar?
I’m having so much trouble discerning why PSO2’s combat is different because I love it so much more esthetically visually but I still like gw2!
Maybe someone can point it out to me so I can explain it to friends without so much bias xD
It is similar to tab targeting, but you have target lock. This has been used in many of the Zelda games too. The enemies have multiple target areas. You see the feet and head as target points. If an aoe cone expands and hits those they also can take damage. Player skills are basically tab target though. Enemies are obviously coded in a more interesting way.
Edit fixed mistake.
(edited by hazenvirus.8154)
Tera Online mastered it actually. Vindictus is technically an mmo too but plays more like a hack’n slash. And then I think there’s a few other ones like C9 and some Korean ones that aren’t available here yet.
Thing about Tera is, you are rooted when attacking unlike GW2. Here you can move while attacking which puts GW2 combat above Tera’s combat system in my opinion.
Um no, you are rooted only if you use spells that root you. Just like 100 blades on warrior in gw2. Tera makes use of having to complete a certain part of each attack before you can react and cancel or dodge. This isn’t a bad thing becuase it makes timing and positioning important, adding a level of skill beyond pressing the highest damage ability as soon as it it off cooldown. Auto attacks in Tera are also different for some of classes, warrior for instance can move while auto attacking although slower. Also many of Tera’s skills have built in mobility allowing you to use them for more than just attacking, much like a warriors whirlwind in gw2.
If you could run in circles and spam 1 on some classes in Tera it would completely trivialize the content because of Tera’s combat system and it’s AI. In Tera you are constantly avoiding attacks through your classes mechanics, abilities, and positioning. If I could take any melee class from gw2 against Tera’s AI I could just run in circles and spam 1 and win. The fact that you can move and attack in one game and not the other has no bearing on the dominance of one combat system over the other. What I can say is that Tera has much more engaging and difficult combat mechanics. When mastered they are far more rewarding than anything I have encountered in gw2. Collision is also an important factor in action combat, something that gw2 also lacks.
Thats not true, I have a warrior over there and when I attack I am rooted no matter what. I understand you prefer Tera over GW2 as you should understand I prefer GW2 over Tera and nothing can be disputed when it comes to Tera’s combat roots the character while attacking.
Oh yeah, might I add, you’re stuck with one weapon set in Tera. For example, warriors can only melee over there, they have no range, which puts you at a disadvantage in pvp in my opinion.
I just got done playing an hour of Tera on my warrior, attacking doesn’t root, but it does force you to move in the direction of a specific attack. If that is rooting then gw2 warrior rush is rooting and so is whirlwind…
MMM k, just also got back from playing Tera. Let me explain my definition of rooting. When you attack you are stuck in that attack without the ability to move.
Example: When I attack with my great sword in gw2 I’m able to strafe left and right and still swing that great sword. When I use 100 blades I can break out of it while strafing left or right. I’m not able to do these things in Tera once I attack until the attack is done.
Well you can’t cancel abilities, that isn’t really rooting if the ability is moving you. I cant cancel rush on my gw2 warrior. Is that rooting? I don’t think so.
Exactly, Gw2 doesn’t root, we’ve already covered that.
According to your definition it does root…
No it doesn’t, But I see no point in continuing on with this debate with you, have a good day.
You told me Tera had attacks that rooted despite them moving you because they were locked or couldn’t be cancelled. Then you said that guild wars 2 attack that did the same thing wasn’t rooting. I also see no more point in continuing this conversation as your argument has been proven to be flawed.
I am always a bit surprised when people claim tera has true action combat and gw2 is just a glorified tab targeting system cause my experience is actually the opposite. Tera is the one that works closest to tab targeting (only it uses the reticule to select the target rather then the tab). In tera if your projectile hits or misses depends on whether your target was in the reticule when you fired. If say your target sprints away just after you fire such that technically you should have missed because by the time the projectile reaches the target the target is no longer there you’ll still hit (if the target is just a bit away the projectile will home on it) if its too far away the projectile will explode in empty air and still damage the target.
Not so in Gw2, targeting only gives your projectile a firing solution so to speak. If your target moves away after you fire and your projectile doesnt touch you’ll miss.
In short in tera its the targeting that counts for a hit or miss. In Gw2 its the actual projectile hitting with the target that counts.
That coupled with no routing in Gw2 makes Gw2 combat a better experience to me.
The target can be nothing or somewhere between two mobs though if you want to slash the mob on the side as you move past you might aim to the left or right so you hit the mobs side as you move past. Also collision and the way attacks work are very different. In gw2 you can’t engage a target at point blank and simply sidestep while remaining in melee range to avoid most normal attacks. You will get hit unless you run away and kite. There are a few mobs with charge attacks you can avoid by running through your target though. The problem with gw2 that makes it glorified tab targetting to me is the interaction between player and enemies. For general AI attacks they simply target an enemy and if they swing and the target is anywhere in their hitbox they will hit. This is just like wow or traditional mmos. You can’t just step out of the way. Even if you run through the target to their back they will still connect. In Tera mobs moving rapidly can harm you too by physically connecting with you as they turn or run. You can be effectively trampled, but circling an enemy or moving away from the physical weapon they are attack you with can mean they miss completely. These interactions help to make the difference between a tab targetting game or a action combat game.
So why if you move back and forth really fast, can you avoid most projectiles?
The projectiles still have to connect with the target, I’m sure it was considered a design feature to make it more realistic, but you can’t aim them after they are released and I’m sure the devs wouldn’t have intended people to win by rapidly running back in forth. You can dodge every harpy shot in fractals this way too. It doesn’t make it aiming or skillful just a gimmick that circumvents slow ranged attacks, and they gave rangers a trait to increase speed because of how much this negatively impacted them.
Tera Online mastered it actually. Vindictus is technically an mmo too but plays more like a hack’n slash. And then I think there’s a few other ones like C9 and some Korean ones that aren’t available here yet.
Thing about Tera is, you are rooted when attacking unlike GW2. Here you can move while attacking which puts GW2 combat above Tera’s combat system in my opinion.
Um no, you are rooted only if you use spells that root you. Just like 100 blades on warrior in gw2. Tera makes use of having to complete a certain part of each attack before you can react and cancel or dodge. This isn’t a bad thing becuase it makes timing and positioning important, adding a level of skill beyond pressing the highest damage ability as soon as it it off cooldown. Auto attacks in Tera are also different for some of classes, warrior for instance can move while auto attacking although slower. Also many of Tera’s skills have built in mobility allowing you to use them for more than just attacking, much like a warriors whirlwind in gw2.
If you could run in circles and spam 1 on some classes in Tera it would completely trivialize the content because of Tera’s combat system and it’s AI. In Tera you are constantly avoiding attacks through your classes mechanics, abilities, and positioning. If I could take any melee class from gw2 against Tera’s AI I could just run in circles and spam 1 and win. The fact that you can move and attack in one game and not the other has no bearing on the dominance of one combat system over the other. What I can say is that Tera has much more engaging and difficult combat mechanics. When mastered they are far more rewarding than anything I have encountered in gw2. Collision is also an important factor in action combat, something that gw2 also lacks.
Thats not true, I have a warrior over there and when I attack I am rooted no matter what. I understand you prefer Tera over GW2 as you should understand I prefer GW2 over Tera and nothing can be disputed when it comes to Tera’s combat roots the character while attacking.
Oh yeah, might I add, you’re stuck with one weapon set in Tera. For example, warriors can only melee over there, they have no range, which puts you at a disadvantage in pvp in my opinion.
I just got done playing an hour of Tera on my warrior, attacking doesn’t root, but it does force you to move in the direction of a specific attack. If that is rooting then gw2 warrior rush is rooting and so is whirlwind…
MMM k, just also got back from playing Tera. Let me explain my definition of rooting. When you attack you are stuck in that attack without the ability to move.
Example: When I attack with my great sword in gw2 I’m able to strafe left and right and still swing that great sword. When I use 100 blades I can break out of it while strafing left or right. I’m not able to do these things in Tera once I attack until the attack is done.
Well you can’t cancel abilities, that isn’t really rooting if the ability is moving you. I cant cancel rush on my gw2 warrior. Is that rooting? I don’t think so.
Exactly, Gw2 doesn’t root, we’ve already covered that.
According to your definition it does root…
Tera Online mastered it actually. Vindictus is technically an mmo too but plays more like a hack’n slash. And then I think there’s a few other ones like C9 and some Korean ones that aren’t available here yet.
Thing about Tera is, you are rooted when attacking unlike GW2. Here you can move while attacking which puts GW2 combat above Tera’s combat system in my opinion.
Um no, you are rooted only if you use spells that root you. Just like 100 blades on warrior in gw2. Tera makes use of having to complete a certain part of each attack before you can react and cancel or dodge. This isn’t a bad thing becuase it makes timing and positioning important, adding a level of skill beyond pressing the highest damage ability as soon as it it off cooldown. Auto attacks in Tera are also different for some of classes, warrior for instance can move while auto attacking although slower. Also many of Tera’s skills have built in mobility allowing you to use them for more than just attacking, much like a warriors whirlwind in gw2.
If you could run in circles and spam 1 on some classes in Tera it would completely trivialize the content because of Tera’s combat system and it’s AI. In Tera you are constantly avoiding attacks through your classes mechanics, abilities, and positioning. If I could take any melee class from gw2 against Tera’s AI I could just run in circles and spam 1 and win. The fact that you can move and attack in one game and not the other has no bearing on the dominance of one combat system over the other. What I can say is that Tera has much more engaging and difficult combat mechanics. When mastered they are far more rewarding than anything I have encountered in gw2. Collision is also an important factor in action combat, something that gw2 also lacks.
Thats not true, I have a warrior over there and when I attack I am rooted no matter what. I understand you prefer Tera over GW2 as you should understand I prefer GW2 over Tera and nothing can be disputed when it comes to Tera’s combat roots the character while attacking.
Oh yeah, might I add, you’re stuck with one weapon set in Tera. For example, warriors can only melee over there, they have no range, which puts you at a disadvantage in pvp in my opinion.
I just got done playing an hour of Tera on my warrior, attacking doesn’t root, but it does force you to move in the direction of a specific attack. If that is rooting then gw2 warrior rush is rooting and so is whirlwind…
MMM k, just also got back from playing Tera. Let me explain my definition of rooting. When you attack you are stuck in that attack without the ability to move.
Example: When I attack with my great sword in gw2 I’m able to strafe left and right and still swing that great sword. When I use 100 blades I can break out of it while strafing left or right. I’m not able to do these things in Tera once I attack until the attack is done.
Well you can’t cancel abilities, that isn’t really rooting if the ability is moving you. I cant cancel rush on my gw2 warrior. Is that rooting? I don’t think so.
GW2 camera and targeting is still kitten.
Hopefully by GW3 they can drop this archaic targeting/camera system for full action combat. I’m not asking for a TPS, but manual aiming of skills, soft lock targeting of skills (such as mass effect did with powers) and so on. I’m aware ESO has this, but I’ll wait for that to go f2p/b2p before trying it.
Yeah, the current combat system does feel like ANet decided: ok we want action combat but let’s not go full action combat because that might scare away the usually MMO crowd. Of course it’s not a bad system, I think most of the issues are in how encounters are designed more than how players ability and skills function.
Being able to attack and move without pause removes a massive amount of the positioning decisions from the game that could have added a lot of depth.
Instead of: “Hey, I’m standing in AoE but my target is almost dead, should i take some more damage to attack once more or get out of the AoE right now?”,
Its “non stop kiting and circling and spamming skills.”Nah, the positioning thing (recalling my wow days) really didn’t add much depth, encounters were so predictable (by design of course) that positioning became little more than learning a set of steps. The GW2 system adds a bit more dynamic-ness into the mix, constantly having to move, being aware of surrounding dangers, ensuring you dodge out of AOE etc. I guess it’s a matter of taste really, but I never found “stand here, oh look fire, move a bit to the left” to be all that engaging (although it might also have been WoW habit to turn all dps into an fixed ability rotation).
And I find the amount of movement in GW2 to be just as non-immersive. More importantly, it’s what makes the game feel closer to WoW to me than any other action game or RPG.
Ehhhmmm .. what ? The movement makes you feel like a game where everything
roots you … why other games that root you are better than a game that roots you ?Next you tell us the graphics from GW2 remind you at WoW and Dragons Nest
has the most natural graphics .. lolI don’t think immersion is the right word to be using in this conversation, rather engagement. Small difference, really but immersion relates to the blurring of the boundary between you and the game (so this involves a lot more than mechanics) while engagement relates to ones interest and involvement (how does one define engagement other than to say engage?) with the mechanics. Of course these definitions are more my own view than anything else.
It is really the design of encounters. While I prefer full on action combat, I could live with gw2 combat if encounters made use of the mechanics better. Stacking in a corner is poor use of mechanics, but the most effective method to play the game.
Forced mouselook with target always in the middle of the screen for me is simply
“shooter mode”. You may call it like you want of course.
How is the target always in the middle of the screen? Only if you are directly attacking it and many skills don’t require perfect targetting allowing you to slash as you move past an enemy, avoiding his attack and doing damage while slipping behind your enemy for a more powerful attack. If you are repositioning, dodging or moving around you can look in other directions. Just like in gw2. Do you often find yourself looking other places than the target or ground to avoid aoes im gw2 when you are in combat. I know I have a lot of time to stare at walls when I faceroll pve content stacked in a corner.
and you never have have to aim any of your skills either (unless it’s an AoE).
I would have maybe uninstalled the game after 20 minutes IF i had to do that.
Its still an MMO after all and not a shooter … and i don’t like it when MMOs
try to become shooters.
Shooters and action combat games have very little similarity, suggesting a game with action combat is little more than a shooter mmo is very misinformed.
I’m just suggesting for legendary because I found the biggest issues there. For ascended I don’t mind making multiple because the cost is minimal, but when you make a legendary now, which is made up to be the last weapon you’ll ever need with BiS and stats swapping, it is hardly adequate for that. Going between condition damage and power can become very costly to the point where you might as well skip the stat swapping unless you don’t mind leaving tormenting in for your power mesmer each time you want to swap it from your condi warrior.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.