It is not easy to change server. Most of us belong to guilds and if most of guild just plays pve they don’t care about your problems with WvW and if you want to try another server you would need to pay tons of gems to get back, which I don’t have at least.
It seems rather unfair decision to change server to me.
This game is becoming more and more buy gems to do what you want.
It would make sense if you could wait until match ends before joining and you don’t end up last in queue or something after waiting 3 hours. It’s sort of ridiculous. Same for dungeons tbh.
And then none of this matters one twit in PVE because of the hard cap on condition stacking…
This!! Those complaining about dire really don’t seem to understand how condition damage works. You can only have 25 stacks, total, now pretty much every class can cause conditions, especially bleeding. So if I’m in a group with a few others and they’re more powerful then me, I can apply my conditions, but only the 25 strongest will be counted in the stack. It doesn’t matter where they come from. So once the 25 is reached, if my conditions are weaker and others are maintaining the full 25 stack, mine never get counted. I might as well not be casting. Power does not suffer from this limitation. You can have 50 warriors of various levels and strengths all doing physical damage all at the same time and it all gets counted.
Dire works well in PvE solo roaming and to a lesser extent in dungeons if you’re the lone primary CD dealer because it does allow you to contribute without dying pretty much immediately. AND, it’s really only useful against stronger foes because it takes time to build the condition stacks. Because of the hard cap, it does not work well for large zergs in PvE, say temple runs. Because of the hard cap, it does not work well in WvW for zergs and is mostly useful when defending keeps/towers when you can hide in the battlements and drop AOE on to invading zergs..
Put five powerful necros all donning dire gear against a champion. How fast will it go down? Not nearly as fast as five warriors will put it down. Why is this? Max power builds do not have a cap on how much damage they can cause. 5 necros can stack 25 bleeds very quickly, then it’s just redundant after that. If I time it right, I can maintain 15 stacks myself, probably the full 25 if I use food. But due to the hard cap, the damage is still much less than a max power build warrior can deal, again, due to there being no limit on power. How can anyone claim CD is overpowered, when the damage is so limited. Back before they implemented the 25 stack limit, you might have had an argument.
I don’t know why there is so much controversy over allowing casters a little survivability. To go pure dire, casters have to give up quite a lot, for me, I had to give up ~7000hp, which is still a lot, even for a necro, and I had to give up nearly all my power (Carrion gear vs. Dire gear and Necromancer Sigils vs. Undead Sigils). Essentially the power stat on everything is replaced with toughness. It is a good build for solo roaming PvE, especially higher level zones, which is what I primarily do. If my main focus was group play or WvW I would have a vastly different build.
Everything you mentioned is irrelevant when it comes to balance. Dire gear wasn’t needed, it’s just more cheese over the top. PvE gear balance only matters in small scale WvW where dire is totally ridiculous. No one should care if CD doesn’t do much damage in PvE or WvW zergs it’s totally unchallenging gameplay no one should do.
It’s really difficult to die to thief with tanky type MM. Except if you get stuck somewhere and cannot manage your distance/hp. Just go kill some npc mobs or something before your LF drops too low he wants to wear out your LF.
Some skills (actually quite many) and conditions do way too much damage to be justified, even with bunker or semi-bunker style gear.
It has been pretty clear from very beginning that burning does insane damage, some mesmer/thief skills damage could use nerfbat etc… People just haven’t QQ’ed enough about it yet.
Even bunkers should be able to do some dps pressure though, however you could ask why some skills/combos do more damage than some guy can dish out with berserker gear.
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I suppose self inflicting skills were meant to be used with condition transfer skills. Dagger #4, plague signet, putrid mark or just consume conditions so make sure you can transfer or cleanse if you bring one of those skills with you. Only largely useful is BiP imho. Poison field is a bit situtational.. BiP is especially reasonable if you play zerker build with offhand dagger.
Not having more reliable stability as an attrition class with zero mobility just baffles me. A-Net is really disappointing me.
It’s not that bad IF blindness, cripple and weakness would actually work but with current condimetaspam everyone runs like -1000% condition duration or straighforward immunity or permacleanse whatever so they don’t really help so much. Not to mention retaliation was nurfed so it doesn’t punish for bursting at necros anymore so well.
Also some builds just have too much stun/daze/immo spam hurting not only necros but like everyone who doesn’t want to run with so much "anti"conditions.
Condinecros can survive a little better 1v1 thanks to fear/blind/chill spam, power necros got to struggle a bit. I generally give up when I see a decent warrior even though I somehow manage to win sometimes, I’ve no clue why maybe they just go to take coffee when they see necro..
You can just go berserker or berserker/valk with dagger or if you really want staff you can go carrion or rampager… without going details.
without condidamage it’s probably like 30/10/0/0/30 with some condi dmg it could be 30/25/0/0/15.. or if you really want to try something new (non condi) like 30/15/10/15/0 or 30/10/10/20/0 or kitten even 30/10/0/20/10 for some ninja hp.
You don’t really need stability just watch your steps.
Doing soldiers or knights is overtanking with sloppy dps. You can have a lot fun with some well traits and soldiers though and look how your buddies die horribly while you escape with 90% hp.
You know there’s a trait which heals you when you exit DS. Amount is pretty insignificant but it does heal you.. and your minions too if you’re minion master.
I think life blast should give small amount of health per hit though. At least if you have life siphon trait. It doesn’t hit very often but that would let you gather some hp instead of immediately dying when you exit DS.
Also vitality trait which gives you regen at 90%hp could trigger when you exit DS below 25% hp instead.
warrior has 10p trait which gives 25% speed boost.. necro has 20p trait which gives 25% speed IF you have 2 daggers equipped and dagger skills in general are in weird skill trees. Or 25% speed IF you have LF to spare for just running… Afaik it is only useful for wvw pug zerging or pve zerging. Otherwise there’s more useful traits :F
And yeah no signet bonuses in DS makes signets pretty much more kitten than they are now.
Yeah. For some reason about 50% of matches are skyhammer. I think devs are trolling us.
It’s terrible. It shouldn’t be on any queued games.
Not with this balance.
Mesmers are the most difficult class for me to beat… I just cant get past all the stealthing, condition spam, teleporting, and clones.
The clone on dodge spam plus staff clones, decoy, sword leap clone, phantasms is just too many for me to keep up with. And you cant constantly kill them because you will be perma crippled and probably rack up stacks of confusion.
Like anything else that gives me trouble, I made a mesmer myself and tried playing it in spvp… and even though I learned a lot about their abilities and what they have in their toolkit… I didnt really get any better at killing them because I still cant find a weakness.
I only spent 5 minutes playing a phantasm/PU mesmer and I thought the class was super easy and overpowered. Clones, phantoms, stealth, shatter, clones, teleport, stealth, teleport, sword #2….
Sorry i got a little off topic but yeah I hate mesmers.
Their weakness is bad luck. If you get lucky Dodge and immo/stun on them you sometimes win. Even totally clueless mesmer might accidentally kill you By good luck. That’s not saying there isn’t some builds and classes with advantages against them. (I really don’t understand this forced autocorrect?)
Warriors used to be one of the best balanced classes in game before they started boosting and nerfing stuff in totally random way without any real excuses.
The problem was that other classes were either too broken to use (bugged traits and skills etc) or totally op compared to warrior already.
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Something like rank 10 would be enough. At least they know how to push buttons and cap points By then.
It’s worth waiting 5 minutes if rewards are also increased. Tournaments should really give more points since there is a lot of waiting you cannot avoid.
Also match should not start until everyone ready.
Yeaah.. you’re back to whacking ranger pets/spirits/minions/clones whatever you definetly do not want to attack now again.
I don’t really understand why you want to remove the dmg from poison – because that is actually what a poison does… it kills you!
Same with chill, if i see a condition like “freez”, “chill”, “Forst”… my intuitive understanding of the word tells me that it slows me in some way. If you remove this effect it is some sort of couter intuitive.But i agree with you, conditions as they are atm are not in a good place. I would prever to have them more weakening the oponent over a long duration, similar to the buffs. For example we got “protection” which is reducing the dmg by silly 33%, while the “counter condition” “vulnerability” is only increasing the dmg by poor 1%. Conditions deal to much dmg and last not long enough, imo. I would rather like to see it similar like in gw1 where conditions where a huge preasure, which killed SLOWLY over time. What we have atm is rather the possibility to ignore the targets armor.
The problem with changing something here is, that it inflicts everything… Weapon skills, healing, condition remove, condition duration, utility skills, traits…What i also don’t like is the massive ele weapon BUFF, almost every ele i see is running at least ice bow – even in pve
The reason i think dmg should be removed from poison is that we already have bleeding, burning, torment and fear that deal damage so we dont need another one..also poison would be used more specific when it doesnt do any dmg…and i think chill should not slow people down because cripple already does that so why have two condis that do the same?
The reason damage should be removed is because you should not be rewarded for spamming abilities. When you have damage on your conditions, it removes the need to put out a well timed poison (say on a rezzing body or when an enemy is about to heal) because you need that damage output.
Conditions in this game are insanely spammy, and should be more situational. ANET needs to do everything in its power to remove passive/spammy play from PvP.
If your build has one poison which comes from weapon so you could maybe possibly kill any half decent bunker it’s spammy??? You probably mean good, but it’s not that simple. If you remove damage from effect which barely lets you down the enemy – if you’re lucky – there needs to be compensation for lost damage if you take it away. Poison doing damage probably isn’t like, top priority that way. It seems to work pretty okay tbh, compared to a lot of other stuff in game. Condition bursting is another case..
If you are talking about condition Necro’s, we counter Guardian’s and Mesmer’s pretty well.
They are trying to change that though.
We counter “BAD” guardians and mesmers…
Good bunker guardian can’t be killed by 1 player and mesmers can 1 shot necromancers with a combo that puts as in perma daze until 1 shoted (i know… since i invented it), or… the simple MOA + the combo.
PS: To answer your question, we don’t counter anything at the moment… some things we can’t kill alone, some things 1 shot us… but EVERYONE can escape us…
This.
I am so not gold spammer
Apparently you cannot say put it into your bank slot or something..
General game:
- Matches should not start until all teams have all players ready. Start timer when match is about to start if not all players join disband queue and let people join another team again.
- GvG and other game modes from GW1 to GW2. They were just that good. Surely new mechanics have to be added and taken in consideration, like lack of trinity so maybe just killing lord doesn’t win you a game and jumping and siege engines and stuff.
Balance:
- Balance between builds and classes. There should not be specific builds which are so clearly better than others.
- Nerf passive bunkers
- Nerf NPC spam / improve targeting
- Balance runes and sigils.
- Balance CC chaining and counter measures. Too many CC/instagib combos which are somewhat easy to execute too.
- Remove hidden invulnerable stomping like mistform/plague etc and replace them with actual skills/traits.
Rewards:
- When you receive some item skin first time just unlock it into I AM A GOLD SPAMMER. PLEASE REPORT ME BY PRESSING THE REPORT FLAG ICON IN THE BOTTOM RIGHT OF THIS POST!. Allow withdrawing these skins from bank and apply them to PvE skin. Make it cost a little glory and maybe some arcane dust whatever.
- Possibility to get ascended/legendary item token which you can use at vendor to get items for PvE. You spend hours playing PvP it doesn’t need so much rewards than PvE dungeons etc. but it surely would be nice to get something for your time occassionally. Some people like me totally dislike doing fractals and do pvp instead for example.
- Bring back automated tournaments with gem rewards. Just do not give rewards for very low ranked matches to prevent farming and stuff. And with better matchmaking.
- If you feel that glory farming was so excessive so it cannot be used as rewards make new currency whatever. Or just simply give some Silver/gold for winning (ranked) matches A little higher reward for higher ranked match.
- Random dungeon tokens/fractal relics from reward chests? Allow buying dungeon tokens etc with glory?
I am curious why you did not choose the war horn for off-hand. You may give that a try instead of dagger/dagger. You can still switch utilities to Signet of the Locust for longer runs. War horn used to be the only good mobility option and it is still excellent for that in combat.
Dagger/Dagger is very good for roaming because of blind/weakness and condi cleanse. Warhorn is also good, though.
In PvP, the dhuumfire+terror combination IS the top-of-the-notch conditionmancer build. Yeah, you can go with other specs, but you’ll only be gimping yourself.
100% fear duration, over 1k damage per tick on the fear, an often occurring burning, the ability to deal every condition in the game except for confusion and a lot of ways to CC the opponent and the most bursty condition build in the game.
Other necro condition builds are just a piece of this. Yeah, they are not unplayable, but they shy in comparison.
I admire people who don’t want to stick to the meta, but it won’t help that this build is the proven best necro condition build in pvp.
Yeah terrornecro even without dhuumfire is pretty insane compared to any other necro build, mostly because you can chain so many fears and stack a ton of conditions. Some of them do not even come from necromancer skills but runes and sigils. I mean the kitkitkitkitten how can someone condiburst more than other guy does with berserker build. Damage over time indeed. I was pretty happy playing terror necro before they boosted terror and added dhuumfire, now I just can’t look myself in mirror and go play any build with terror.
This is only me speaking of personal opinion, but I’ve found staff to be really annoyingly too good which is part of the problem. Especially aoe chill with combination of fear chaining is like.. ridiculous.
There is sadly also other similarly outrageous builds/weapon sets for most of other classes too, so it won’t help to go nerf terror/staff necros alone. :F
Mesmer #1
Which is one of the still totally ridiculous skills totally ignoring los or whatever. I’d call pet blocking that a heavenly justice.
as purposefully using minions to body block is a skillful tactic
AI spam is just ridiculous kitten in this game. It has nothing to do with skill.
Not only target breaking By npc spam is totally broken also some npc’s like pets/phantasms are totally out of balance more or less depending on situtation/build.
They don’t try to balance anything. They just add buffs and nerfs so you have new builds to play with.
I really don’t think backstab is so much of a problem than that you won’t be revealed after missing. Granted d/x backstab/hs spam thieves are not that good in spvp but it doesn’t mean they shouldn’t be punished for failing. It’s probably not priority #1 atm tho :P
Letting me use my pvp appearance in pve would be a nice start… Considering how long it took to get these ranks…
Oh? Get yourself a full set of Orrian armor from PvP, then get it in PvE and see which takes more time :P
100% sure it’s pvp which takes more time to get. Of course some adjustments to crafting should be made or increase glory cost whatever.
Anet says: “We want people use active skills with right timing”
Anet does: “Let’s buff healing signet”
It is a good start when you realize WvW = PvE.
Do not think it was something else or try to make it so and you are all good. You got to realize if there’s supply in tower anyone can use it however they seem fit. It is not your supply or your guilds supply or whatever. It’s just like.. PvE resource node.
It could use some gameplay balance (character vs character or group vs group) for sure but everything else no one should care too much.
WXP doesn’t work in enjoyable way as it is. That is probably why we want to discuss about it forever.
It is very unfair system for players who play several characters and do not enjoy doing activities which maximize your WXP gain.
It wouldn’t be so bad if it didn’t give you so good bonuses (like imbastacks) and it would be a tad bit easier to level up for alts. Currently some bonuses are way too good to justify the current system.
Warriors and guardians are just ridiculously strong even 1v1. Definetly even more so with OP stacks.
Mesmer has always been also strong. Clones/shatter AI trashing with imbacc is just lawd???
Condinecro is just op because conditions in 1v1. Staff/scepter is so OP it should be removed until fixed. (yeah i mostly play necro atm)
And yeah those rangers.. if you have found some other buttons on your keyboard than barrage button you’re so strong it’s not even funny.
Thieves not generally that great not sure if with OP stacks. s/d thieves are pretty good though, but really needs experienced guy playing it.
Good eles are also strong 1v1, near impossible to take them down while they still do enough dmg.
If something is really OP it’s burning condition followed By needlessly added torment with ridiculous stun/daze/immo/fear stacking. (omg pls kitten nerf thief steal fear to 50% duration)
All this is irrelevant though because WvW isn’t even close to any kind of balance atm.
WvW is not really competitive PvP so you cannot really reward anyone based on league standings, it would be unfair to reward people just because they went to server with more people and better rank.
If server has a lot of points in WvW it doesn’t mean they have good or bad players. It doesn’t really mean anything at all.
If they want to give out something else than green minipet it should be balanced in a way that it doesn’t really reward people for doing nothing intelligent at all, which is what WvW as a casual fooling mode is.
Ideal would be same reward for everyone and not a RNG one so this other guy won’t get precursor and other guy get green level 65 torch. If there absolutely has to be better reward for #1 server it should be like 1 gold extra or something, or one more queen Jenna in case someone missed getting one. I got 6.
This turned into a necro vs thief kittenfest. sorry but thieves win hands down. they are way more in need of a buff and frankly necros are OP in every aspect of the game but in pve where they are only situationally useful at best. Necros have access to some of the best defensive utilities if they are condition and some of the best AOE abilities if they decide to go power. now dhummfire and terror are not OP by themselves. no. the only imbalance comes from the speed at which bleeds, cripples, chills and weakness can be reapplied which is abysmal. combine that with untelegraphed/op auto attacks with the scepter and your looking at a condition applying machine. The patch when necros got buffed and warriors were still in their old state before condi removal was so pathetic that necros were literally unbeatable(since all necros seem to do these days is complain about how warriors destroy them). Even with cleansing ire and berserker stance, 2 of the best condition managing abilities in the game, you cannot outlast a necro.
Engis unlike necros have a massive downside, their defense suffers from lack of util. they also lack the ability to apply as many bleeds as a necro does therefore their entire DPS is lower. Necros need to stop complaining about power builds. if you cant dodge, break stun or kite you deserve to die, being a necro doesnt entitle you to winning every fight. salvage what little respect is left for your class and do me a favor because unlike warriors, necros are still redeemable from the OP changes they were given.
Best way to learn kiting and dodging is playing zerk necro. They are OP that way. Now that it’s nearly impossible to keep defensive conditions on target and LF is more difficult to keep up it’s about only way to stay alive.
Consume conditions is about only way to effectively play necromancer. Counting out minion Masters who have traits and staff/dagger offhand to do the job.
It is not that consume conditions would be that good healing skill, if it had any longer cd it would be pretty much impossible to play necro. If it wouldn’t remove conditions… well good luck dealing with cc and burn/bleed stacks.
Blood fiend just does mostly fit for a minion master and uhm.. well of blood actually does work but almost no one runs those builds which could use it, also then you would be immobilized forever in pvp.
Don’t worry it’s not better than your ordinary flesh golem in any way. I have not used it like.. ever.
100% sure it has worked the way it is now for like.. ages. Maybe it was “a feature” in betas, I cannot recall for sure. A lot of skills used to work in stupid way (like many do even today) so you do not need to be in actual target area to get the benefit.
Just drop well of darkness / dagger #4 / blast in well of suffering and stomp them.
Scrap well of power, it’s the least desirable well skill (for general use).
Not saying ranger is best class, but rangers generally have it pretty good. It’s just it is THE PET CLASS. If you can’t stand it you probably want thief. Ranger can, however, just perfectly annihilate any thief unless they’re, like, really good. Most funny thing is that you only need to spam aa or #2 with lb. Maybe it’s too difficult to press 2 buttons though.
axe is pretty fine as it is, it has a bit short range but it does also decent dps
either aa or #2 could be projectile finishers with 20% chance or something though to make it more interesting with wells and such. That would be in line with other ranged weapons too, if axe conditions/dps doesn’t get some kind of buff at some point.
Retaliation skills and traits need rework desperately, especially for necro after retaliation was nerfed. It used to work in decent way but now it just doesn’t cut it anymore.
You would probably do much better in group with different utilities (in WvW). If you go curses 30 you probably go chill on blind so having well of darkness would kind of make sense.
Your buds could also bring more “AI trash” like mesmer clones, spirits or other necro with minions to cover you.
Also you run condi focus with op staff so you sorta kinda have better initial setup for keeping yourself alive and you can use cheesy dire set. Dagger/axe setups have it worse, single target etc.
Sustain in groups is really not that much of a problem especially if a lot of trash is dying around. It mostly comes in play when you go 1v1 or 1v2 or focused By bigger group like 5 or something it’s difficult to get more LF if you can’t land hits on about anything which gives LF often enough. I really wouldn’t worry too much about hps if you can manage LF, that said life siphon works just alright I’d be more worried about having dagger traits in useful places.
Also immobilize/stun/cc stacking is pretty annoying piece of blaah. It kind of spoils whole point of playing lifesteal or tankier necro since you can’t really tank anything when you’re cc’ed and focused, no invuln/evade/block/stability to gtfo. Only real gtfo cards are spectral walk (which was nerfed too much to be worth bringing in general) or wurm which is just difficult and clumsy to use effectively.
Necro is perfectly playable. Issues are mostly end game pve and more competitive pvp. You don’t notice much until you want to farm something fast in pve or perform better than adequately in pvp against some other dudes which aren’t total kittens.
or you could just steal some life whenever someone hits you, 1 second icd of course or something.
So, either we take half damage while in death shroud, or the number displayed is half of what it should be.
This (in bold, but I’m having difficulty confirming how it handles crit damage) has always been the case with DS. It functions exactly like the old (not new) Aura of the Lich from gw1.
No it wasnt, that change got implemented when they removed DS absorb. DS used to have a weird base armor value/it made glass cannons a bit tanky and weakened soldier/toughness builds to medium armor level, we talked about that a lot on the forums then and had a long post on reddit.
DS was never suppose to have its own armor value. It’s just suppose to have a flat reduction rate. While some discussions did talk about armor values, most of them were more or less trying to gauge an accurate health pool for DS. Anet would say what the DS value is suppose to be, while the community would say it doesn’t add up. When Anet fixed the DS HP values, they also fixed the take more damage in than intended bug. I wouldn’t be surprised if both bugs were one in the same.
But for all intents and purposes, damage taken while in DS was always reduced from all sources, even when it had broken HP values. Yes, this would make a glass cannon tanky, but only in while in DS. Easy when you’re taking a reduced amount of damage. Some parts of DS is still broken, which is why from time to time you can get knocked out of it even if you have well over 50% life force. Personally, I believe it has to do with crit damage, which is more noticeable from high crit builds, and how a full DS bar can be emptied in 1 or 2 seconds. This is something that just won’t happen when you’re not taking a lot of crit hits, even if there are 5 people beating on you.
It’s as if DS is trying to mimic the weakness condition, where some of the none glancing crit hits really does a number on the life force pool.
I am not sure if related to this but sometimes when you take a lot damage and your DS goes fast, maybe after this 50% or so you just drop out of DS and die. It seems to happen when a lot crits happen but impossible to confirm I rarely look at logs since they don’t show much accurate info anyway.
I think this could be also why it seems that DS is more useless than the one could expect.
It is really shame that last hit “block” was taken away it felt like a sensible way to avoid some damage while not being ridiculously OP, taken in count that other classes have these “blocks” and necromancer has a bad resistance to cc/burst in general.
dhuumfire is pretty useless.
Burning in general is op. Spam burn even with no condi dmg = win.
I have shocking news: condinecros are so last year. You should play ele, warrior or guardian, especially in wvw with guard leech and other fair stuff.
Just like food it’s your choice whether to use it or not. I don’t have it yet because I put the points in something else – so i pay the price and I’m fine with that.
Compared to anything else those stack bonuses give unfair advantage in personal stats. It’s completely different thing to have arrow cart points than extra vitality stacks. Those individual stats matter less when you play zerg wvw where you get all those points to even get those stacks.
In short it all becomes back to this dumb thing that you have to focus playing one character and only do zerg style wvw to obtain enough ranks instead of just having fun roaming in small groups and playing multiple characters.
It is just another thing forcing people to play only one “right” way. I have been playing since betas and my main character has maybe what 85 ranks. I don’t like zerging around and yes I do usually win bad players with those stacks. However it doesn’t mean those stacks bonuses weren’t completely broken mechanic. The amount you get from them and how easy it is to get them is just not sensible.
When you mention food bonuses now, some food buffs would need some nerf bat also. +40% bonus from food is just insane. I’d like to say even +20% bonus is insane but now it’s +40%…
WvW doesn’t need to be completely balanced and it probably shouldn’t, but it sure would help if it wasn’t so ridiculously out of balance either. Especially for smaller group play.
Ascended weapons are not even worst.
Backpieces are absolute horror. You would need to grind way too many fractals to get one, and you can’t even get decent exotic for many sets. Not to mention many missing trinket sets, some you can get only from fractals and they are soulbound. omg.
The problem as I see it is that you get ridiculous stat boost only if you play this game in certain way. If you like wvw, spvp and doing occassionally some non grindy pve you are left with nothing since prices do not scale well with people not grinding fractals or whatsoever. Not to mention if you like playing several characters in game modes not getting you frequent ascended drops or gold.
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Sometimes they’re fun. Very few times for reward since most of them seem pretty much cosmetic or relatively small gain like quarz node or skill point in home instance both nice but uhm..
No one ever goes to home instance, I think people don’t do it for quartz either nowadays too much trouble for nothing, easier to idle in LA since there isn’t even guild hall.
Anyhow back to topic. I think some events are fun some not. Problem is that we have some diffent kind of event types going on and not all people like all types. Also since LS content changes way too often, people can’t just take their time to explore it when they feel like it so it has become daily grind like someone said, a facebook game at the best.
Zephyr sanctum was nice, even story behind it felt like something I would like to explore more and I am not that much into roleplaying in this uh.. I don’t know how to say… lolkittenmmo?
More interesting stuff like zephyr sanctum skip politics, voting, scarlet and omg let us kill trahearne over and over again. In painful ways. And burn all sylvari while we begin.
