The worst thing about this event is that mindless farming is more profitable than actually playing the event. While I want to have a chance at loot from previous content, I only get the ultimate bag 1 out of 10 times I play it.
What this means for me is that I either get the ultimate bag or nothing.
The farmers get their farm plsu the ultimate bag for other people’s effort, which is ridiculous. I’m was really hyped about this event, but it has become a huge disappointment due to the unequal profits that come with the different ways of playing the event.
Save a few exceptions, this event is largely intended for “mindless zerg”. I’m not sure what makes you think you’re “playing the event” while “others” aren’t when your reward is either the ultimate bag or nothing.
Just something to think about.
Yeah! How dare people farm in MMO and how dare those farmer can be richer than me?!
I would voted for Evon because he promised the Abbadon fractal
Although the NPC dialogues are informative enough for getting a general understanding of what’s happening, there is still a lot of room for improvement. For example, after retaking the Trader’s Forum in LA, the “conversation” between Braham and Rox is incoherent as a conversation can get… both of them seem to be saying arbitrary lines that are only vaguely related to what the other person has said.
Also, I don’t think all dialogues need to be voiced. The important ones yes, but adding minor dialogues without voice overs is cheaper (as development cost) and adds more ambient stroke to the game world.
Lastly, I think the current dialogue-heavy approach to story and lore-building has become a restriction. In a fantasy world there should be no shortage of texts… notes, letters, journals, etc… but in GW2, we basically only have conversations—-either between the NPC and PC, or two NPC’s.
IMO there should be a lot more texts in game that presents a different angle in presenting the story and lore. First of all, we can start by adding a text-box interface so we don’t have to read a short story awkwardly in an interface designed for conversation. I want to see emergency posters, scattered documents of Captain’s Council, letters of refugees… each and every of them can be written in a way that offers the players a different perspective that conversations cannot.
If the question is whether the game is optimized for touch controls… my guess is it’s highly unlikely.
I had a good laugh reading the latter part of that FAQ… it reads too much like an apologist piece for AreanNet xD
So basically people gotten used to the broken risk vs reward design now… and things aren’t getting better because the dungeon team got dissolved…
I’ve been away from the game a year and came back to find dungeons are even less interesting than before. Before when I played, people only tend to find ways to skip mobs that are hard… but now, they skip everything that can possibly be skipped for completion.
The question is: why is happening when the system is supposed to be improving? We still run dungeons for tokens as before (maybe some daily achievements are a factor now). Do NPC enemies not have a chance dropping tokens or something good?
I think the choice is to either join the Zerg or the rescue squad.
After the LA attack, the Captain’s Council and representatives of the Races reached an agreement to heavily sanction the DoW for their inhumane treatment of the wall huggers. Knowing to ransack the city or force a regime change is not militarily feasible nor is it moral, the Races decided to relocate all Tengu outside of the wall to an intern camp, and then started to build siege weapons around the Wall, while at the same time, demanding the Tengu opening up their society, in name of a better trade relationship, to repair the damage they caused to the other Races during Scarlet’s attack.
Although the Tengu are fully self-sufficient and fairly secure within their Walls, the fear of another foreign invasion from outsiders nonetheless is worrisome. Not long after the hostility began, the military leader who’s responsible for ordering guards spamming Barrage is reported to have committed ritual suicide. Then the Emperor and his councilors decreed that a portion of their Domain will be open to the traders and adventures of the other Races.
And then Tengu will be a playable race.
I agree Jaken.6801’s sentiment… although it’s a larger problem for LS content being temporary than the new website.
Also on a technical note. Please make the site mobile-friendly, as it currently is not functional in Dolphin Browswer on Android.
It is appalling to see the amount of people who suggest that the players who missed LS for being away from game don’t deserve to experience them in game in some form. We all play games for fun. Please ask yourself, what kind of fun do you lose if we get to see some kind of replay mission in game for past LS? What makes you go so far suggesting that we don’t deserve the fun that we rightfully paid ArenaNet for?
Let’s forget the “this isn’t how WoW does it” argument. Guild Wars 2 is touted as a B2P game, and the developers specifically said that they want to make players feel they aren’t tied down to a subscription, and can freely take breaks from the game, while coming back later will resume the fun. The current Living Story system, aka temporary cntent, is a direct contrary to this vision.
I think some people needs to get off their high horse of elitism and realize that you aren’t the special little snowflakes that you think ArenaNet is considering you are. What you think ArenaNet is doing right is actually costing further new players from joining the game, and further alienating players that have been away from the game.
Once again allow me to remind: we all paid for GW2, and we are all ANet’s customers and target audience. Think about this before you suggest that people are not allowed/aren’t deserved to have fun in a way GW2 was envisioned.
Lastly, I don’t mind ANet wraps a chapter of LS and releases a bonus mission pack/expansion, which to let players experience these past events some way. Obviously the missions/zones need to be tweaked to tailor smaller group size and possible solo play. This way ensures that 1) No content is lost to players and 2) Those who have been following Living Story can choose to not buy the mission pack to save money, since they would be experiencing a water downed version of past events.
$12.50 Charge for Convenience of Lions Arch
in Battle for Lion’s Arch - Aftermath
Posted by: kgptzac.8419
Yes, but none of the other cities offer the same level of convenience as Lion’s Arch (in terms of number of services offered and proximity of services to each other, not to mention gate travel)
This is a fairly inaccurate statement. The layout of Rata Sum is much more convenient than LA. Besides, the airship has an even more optimized dense layout of NPC’s than both LA and Rata Sum…
The cash shop ticket is probably OK if it isn’t limited to one character… for its price, it should be usable for all characters within the account.
If you’re on the forums right now, you haven’t quit the game over Ascended Gear.
And you’re very likely not going to. You’re either going to:
( a ) quit the game because actually you’ve finished all the content you want to and you’re bored with it;
( b ) quit the game because as a hardcore player you have a high game rotation and honestly you were going to move on to another game soon no matter what GW2 did;
( c ) not quit the game, and keep complaining for another three years; or
( d ) not quit the game, and enjoy it.
I can’t say that a or b aren’t contributing factors for my “extended vacation from gw2”, but I think the ascended gear is just one drop into a cup that was already full. Another thing is the overwhelming amount of bugs and design flaws that, after 3 months, still haven’t been tackled.
But MMOs are always changing. The last change I didn’t like so I stopped playing. Hopefully in the near future things will change to the direction that I approve so I can come back.
I’m working on my CoE set, and only need a few more pieces. Not being able to do 3 paths each day puts a huge dent in things.
My thoughts exactly.
You guys should try SE. Seriously I mean it
Funny. I can draw some parallel from Eve Online for this situation. In Eve Online, CCP the developers kept some systems deliberately flawed that would give corps (guilds) less control over communal storage spaces to “encourage” corp thieves—even other parts the game clearly show that such mechanism exist.
Never I could imagine ANet is encouraging this kind of behavior in a game that supposed to foster cooperation than creating artificial means to backstab teammates.
Lol. being away from my desktop this weekend… and reading this thread now really diminishes my incentive to do Fractals.
ANet can you please show your gratitude by to who have to suffer poor and buggy mechanics, aka, beta testing these new content for you? (no sarcasm intended) You know, like, take some salary away from your QA team and convert them go gems? (sarcasm intended)
I’m not going to recite other posters about how horrible of a choice is encouraging people to use more MF gears. What i’m also concerned is that with increasingly easy to obtain karma, for I do not wish to participate in the grind to legendary, nor the grind to the Orr’s karma set, what’s the karma points to me? Why can’t we have more goods buyable using karma when you guys are making them more abundant? Or have you guys considered to give us more widely usable currency than the one that is pretty much useful only for the grinder/farmer type at end game?
@title
no. but more and better content. will
I think anets plan of damage control by merging threads kinda failed, as this threadnaught is the testament of the scale of the issue.
please. for the love of all your players, don’t any more ascended gears into the game. also, release another devblog on how to ratify the situation.
If you are having trouble, just read that last bit out loud a few times and eliminate the option that sounds completely game-breaking and stupid! …Because that will probably be the one that’s wrong.
Or at least we all hope.
As much as I appreciate your interesting view of GW1’s history, you’re just trying to invalidating opinions that are other than your own at this point. No developer that I know of has never made the mistake of introducing gamebreaking stuff to their games, and that includes ArenaNet. I’m sorry for that you don’t see the implication of 8% raw stats increase of Ascended gears and the stuff that’s promised to come afterwards. Just because green weapons didn’t break GW1 doesn’t really mean anything to whether Ascended gears will break GW2. If you want to make assessment of the latter, I’d say the current information (such as the devblog) contains much more useful information.
“Past should inspire the future.”
And boy I was not inspired after reading the devblog.
I truly do not believe the Ascended tier is the solution to the genuine complaint of lacking of progression at end-game. Just look at the game’s predecessor, Guild Wars 1. The only thing I would call “power creeps” are consumables and PvE-only skills; none of them hides behind the mantle of “character progression”. Consumables are foods that give a good stats gain for a moderate amount of time. Their crafting components being the most abundant materials in game, easily farmed and traded, and the craft act as a sink for these items. PvE-only skills, introduced in Factions campaign and becomes a true power creep in Eye of the North expansion, is well balanced and since then became part of the metagame. Like consumables, these skills are very easily obtained by anyone, their power is limited by only allowing each player to have maximum of three PvE-only skills out of eight total skills.
Anyway, from the look of this devblog, I think the following will gradually befall to Guild Wars 2 as its expansions accumulate.
- A gear “progression” system that is similar enough to the other MMORPG, (you know, the one that is pretty much this game is built from ground up to be different), to the degree that one is excluded from pugs doing level x Fractals dungeon for not having y amount of Infusions. ANet does not realize that players who want this kind of discrimination will always feel more at home at the other MMORPG (and the genre of game it “inspired”), and are not who they marketed this game to.
- A few new series of dungeons equivalent to Fractals are introduced in future expansions, featuring their unique resist stats, and require players to farm inside those dungeons to acquire the appropriate gears. Welcome to Gears Wars 2.
- The newer breed of dungeons, like Fractals, will be the de facto PvE end-game content. Players are compelled to farm in whichever of these dungeons that just came out from the latest expansion.
- The Legendary weapons’ power will continue grow in the form of higher stats, as there will be enough expansions before a higher tier than Ascended is introduced.
I’m sorry to inform the devs that there is no way that I can be more excited rather than worried about the future projected in that devblog. Again, the past should inspire the future, and the Ascended equipment and strings attached to them are definitely a relic of the past, which with the wisdom of the past has failed to enlighten.
PS: I tried to “derantify” my post from its original version … hopefully it’s good enough for a discussion rather than a ventilation.
The very philosophy of “pugs shouldn’t be able to run every explorable dungeon mode” is inaccurate, as there are some paths that are significantly harder than others across different dungeons. It is also unrealistic to enforce as ANet know that most dungeon mechanics are not interesting, and raising artificial difficulty, such as hp and strength of bosses, isn’t the answer.
Let’s look at the current reality of the game. There are only two end-game pve activities: farming DE in Orr, and running explorable dungeons. Yes, being lv80 with exotic gears does trivialize lower level dungeons, but it is infinitely better than making every explorable dungeons inaccessible to pugs, which is what I’m seeing many elitists are suggesting.
There are just too many stupidly hard (and easy, on another hand) encounters in dungeons that are ought to be the most unfun MMO experience I’ve ever had—when I did them for the first time. Even after many tweaks in the dungeon, this still remains my number one complaint: new players deserve better than being kittened in the face, and the dungeons are only fun after we know everything.
Since ANet is pretty adamant with discouraging player from redoing story mode dungeons, there need to be an “easier” mode for explorable dungeons that is pug-friendly. By the way, story mode dungeons in their current state mostly fail at introducing players to their explorable modes; another thing that needs to be fixed.
I’ll end this post with my proposal.
- More tutorials in SM and make them friendlier to players who never done/rarely do dungeons. Currently, the Ascalonian Catacomb is a terrible choice as the first dungeon because the steep learning curve for its target audience. SM dungeons should be more about progression and the lore, so the difficult need to be progressing from easy to hard as well (which of course, isn’t happening right now). There needs to be more incentive to rerun a SM dungeon, not for farming exp/whatever, but to help others completing it the first time.
- Normal mode explorable dungeons should have similar mechanisms that players have familiarized from doing its SM version. Lower level dungeons should be easier than higher level ones. Different paths of the same SM dungeon should roughly have the same difficulty, failing that, the token rewards should be properly adjusted to reflect their comparative difficulty. Finally, this version of the EM dungeons need to be pug friendly, provides more leeway in syncing timing, etc, and hand out tokens at each boss chest like before.
- Hard mode EM dungeons. Requires lv80 characters with difficulty scaled at full exotic equipment, voice comms of party members, and optimal class builds. Obviously more rewards, such as special tokens that helps with the grind for legendary weapons and other high-end shinies.
I say this as someone who logs in and do pretty much only EM dungeons on my two lv80 chars. But knowing how many bugs and design flaws in the current dungeon mechanics, I won’t hold my breath hoping a large revamp that will considerably make dungeons a more relevant pve activity. But at least ANet is acting as they know that making dungeons cater more to elitists isn’t the solution; I don’t want this to change.
I’ve been using the following args to start gw2.exe up until to the last patch, where it stopped working:
-nopatchui -testVerticalFov -email <*> -password <*>
Anyone else know what’s going on?
This should be the incentive to stop skipping everything, which I can’t stress enough while playing pug. Mobs in AC are easy, killing them only take a min or two, which is a far better alternative than risking the NPC bugging out.
A question regarding path 2 after patch… how does it compare to itself before the buff in last boss difficulty?
And anet please comment on the seemingly unintelligent “fixes” on path 1, as whether it is “working as intended” now or can we hopefully try it later when the real fix comes?
I think an update already happened, but still no words on fixing this?
Wells are both powerful and fun to play in dungeons and basically anywhere friendlies and/or enemies congest (ie. wvw). It has a good mix of direct and condition damage, have a large enough radius, etc. I think the only problem with a well build is the lack of combo field variety. It makes sense that necromancers are affiliated with “dark” stuff, but hey, we got a healing well that’s “light”, why can’t we get something else other than dark combo fields?
IMO convert two dark wells to a ethereal and an ice well should do the trick.
It looks like a reply is finally given in the form of damage control. Long live the power of Media.
The problem is twofold: Claiming the tower and activate the buffs has nothing to do with upgrading it, and any guild can claim any objective with no way to unseat them.
Solution: Guild that claims a tower have a discount when upgrading it, and any guild who spent significant more amount of money upgrading a tower can claim it from a guild that owns it and do nothing about it.
I can barely find people to do paths 1 and 3. I’ll probably never be able to do 2 -_-
Actually Path 3 is the only one worth doing right now.
I think ranger is designed to use “old school” weapons, so a gun probably wouldn’t fit despite I want to play my ranger with a pistol or rifle :p
But a staff would be nice.
I’ve been running a lot of dungeons with my ranger using this DPS + combo field creator build. Here’s some pros and cons.
Pros
- Good single-target DPS against hard mobs and bosses in dungeon.
- Throwable traps + Healing spring let you place useful combo fields (fire, water, ice) on demand.
- Signet of Stone’s 6-second immune to attack and the elite Spirit of Nature is a nice oh-kitten button for the entire group.
Cons
- While good for burst survival, sustained damage from mobs is a problem.
- Lack of good direct aoe attacks can be problematic to some inanimate objects, such as the bugged burrows in AC.
Equipment
- Toughness/Power/Precision armor with 5 Runes of Fighter and a single Crest of Soldier
- Toughness/Power/Precision Axe and Warhorn with Fire and Accuracy sigil
- Precision/Power/Condition Damage shortbow with Blood sigil
- Power/Precision/Critical Damage Longbow with Force sigil
- Mixed jewelry
Final Stats
- Power > Precision > Toughness > Vitality
- 3200 Attack
- around +50% critical chance and +50% critical damage
- 2600~2700 Armor
- 16.6k HP
Traits
- Marksman Adept is a tough choice. Steady Focus is nice but in dungeons you have to dodge, a lot in many places.
- I think Marksman Master is the only trait worth changing around in the instance. The choice is between Eagle Eye (when using long bow) and Piercing Arrows.
- I admit Signet of Beastmaster is basically only useful for one skill (signet of stone), but that skill is kitten useful for keeping me alive.
- Skirmish line is straightforward. Needed for traps.
- I chose the last 10 points to split in Wildness Survival and Beastmastery as both minor traits are extremely useful in PvE.
How I play
- Know about each encounter to change utility skills. If it’s a boss, get more single target and survival skills. If it’s a group of dangerous melee mobs, get Frost Trap for control. Other useful skills include Search and Rescue, lightning reflex depend on situation.
- Shortbow is the main weapon. For multiple enemies, axe has better dps.
- Control distance between myself and mobs. Shortbow has good evasion skills, warhorn has aoe swiftness and single target chill.
- Use long bow when appropriate, such as taking down inanimate object at maximum distance where bleed from shortbow is useless.
- Use pets for their F2 skill and emergency meat shield. Swap them as often (and as smart) as possible for Quickness. Try to keep it alive by recalling and repositioning.
^ Thanks for the reply. I remember reading in the patch note hinting that Inquest Grenadiers won’t be in the patrol. Is the current patrol group’s mob composition correct, or will there be changes to that along with the timer?
Corpse dancing, jumping and other humilation tactics -- When are they acceptable?
in WvW
Posted by: kgptzac.8419
there are only 2 times i ever really emote after a fight. if it’s a good tough fight, i /bow. if someone’s corpse spying, i take off my armor and pants and /sit on their face until they respawn or get booted via the afk timer. if they want to corpse spy, that’s what they should expect to get.
there was one time, however, that used /dance to try to goad a zerg into a trap. it didn’t work, as they didn’t take the bait.
I don’t understand this. Do you not think that there’s better things to do (ie, join the fight against opposing servers) than “spying” than a dead spy?
Also, last time I checked being able to gather intel while dead is working as intended. I don’t see why people think somehow it’s dishonorable or whatnot. I think you probably are amusing the dead guy cus not only he’s providing intel to his team, he’s taking out one less able body off your team which is an advantage—however slight it is—to their team.
10 seconds time out isn’t too bad in wvw imo. There’s possibly a queue for the player to get back on, and he won’t be at the same location when he logs back in, so it won’t really be abused.
If there are 30-40 players stacked at one camp, it’s probably a good indication that your server should find another target to take down. Just sayin’.
Corpse dancing, jumping and other humilation tactics -- When are they acceptable?
in WvW
Posted by: kgptzac.8419
Things like this has been in existence as long as multiplayer games featuring playable characters. Not a big issues I’d say, since the people dancing on your corpse is not contributing to their team as much as you are, if your decision to not revive is a tactical one (such as providing intel to your team, etc.)
Apparently the buff to path 2 was a bug?
https://forum-en.gw2archive.eu/forum/game/dungeons/Thoughts-on-Sorrow-s-Embrace/first#post526533So they are not admitting that they screwed up and instead calling it a bug? It was right in the patch notes that said path 2 end boss was bugged, and I don’t think this is a bug.
Everything not “working as intended” can be called a bug, unfortunately. But I highly suspect that whoever implemented the change didn’t bother to test it out beforehand.
Lv52 for AC exp is not too low; unless everybody in party is lv50-ish and you are doing path 3, which gives them no right to kick you anyway.
I generally dislike forming an opinion on player’s competency purely based on their character level, but I’ll play the devil’s advocate a bit and analyze why people dislike having lower level party members in a dungeon.
- The path can be difficult, and a low level character may imply that the player is inexperienced, undergeared, or both.
- Perceived fairness. A high level character does offers better dps and better survivability, and having a low level who’s perceived to be less “useful” in these regards makes it unfair for the rest of the party.
My solutions:
- Low level (in fact, everyone in party) characters should not be undergeared when attempting dungeons, period. If you’re lv80 please come with at least Rare, and lower level at least Masterwork stuff. State your experience with the dungeon beforehand. If you’re new to the dungeon, please show that you are willing to learn, and if you’re experienced, please show that you’re willing to teach.
- It may or may not matter. Four lv80 characters and a lv50 char is perfectly fine in AC. If you don’t think the party composition will work out, explaining your reasoning to your party without being rude. Low level character should accept the fact that some dungeons are much better run with a group of lv80.
All boil down to one thing: mind your manner and try to fill the other person’s shoes.
The Buff to the Mark 2 golem was a bug that is being remedied.
Story Mode actually received a tiny nerf as the fire golem is much easier there now.
Thanks for the information. But can you please share your thoughts with the community on the difficulty increase on path 1, about patrol waves arriving at the spawning waypoint every 15 seconds? Are we supposed to fight like 15 of the Inquest mobs at the same time, while each wave now include Assistants (which is a buff to difficulty compare to pre-patch).
Can you please confirm whether this is working as intended?
It’s a misconception that downscaled lv80 isn’t much better than lv35 in AC. Even with base stats and bonus stats gained from equipment are scaled, please do not underestimate minor and major traits. They are often required for your character to function with a specific build.
On the other hand, it’s a known bug with Path 3’s burrow hitboxes being kitteny. I can imagine that once it’s fixed we’ll have less problems, but meanwhile I’ll be discriminatory with the party composition—those that have most members lv60 or below—for path 3 due to personal experience. If you’ve run enough number of runs you’ll start to learn which class/weapon/skill combination works on the burrows and what doesn’t. I got my AC armor set solely from running 3 paths with PUG everyday, and it still amazes me on the efficiency disparity with groups on path 3. Most of the times the group manage to complete the Lover’s tomb in one or two tries, and less often the group will utterly fail and wipe countless times before people start leaving, and even rarely we have so much dps that by the time collector finished their works, they are both up and full health with no burrow left unkilled in the room.
TL;DL: Level matters, gear matters, and personal experience to the instance is the most helpful tool in making the run smooth and successful. Of course in AC path 3, those along won’t do it: class/weapon/skill combination also matters, and unfortunately for low level chars, they are being discriminated against for a valid reason; not a good reason I’d say, but I would blame the devs instead of anyone else.
One problem.15 bombers were waiting for the group. possibly more as we tried to bypass them but it wasn’t happening the distance to cover was too long and there was mobs all along the path.
Ouch. That doesn’t make a lot of sense. How far away the mob’s stopping point is away from the waypoint? is there no way to proceed without aggroing them? and how many more of them are on the way?
Back Slot Disappearing Whenever You Use An Axe Skill; Axe #5 Not Responding
in Ranger
Posted by: kgptzac.8419
shhhh. Don’t you remember what happened the last time ANet tried to fix a visual bug?? If they “fix” this I’ll expect nothing short of back items stop giving stats to your character…
there’s no stealth buff to mob strength as far as I can tell, after doing 3 paths just now.
A question about path 1… did they fix the glitch with the turret that allows ppl to get off the catwalk? If the only thing changed about the patrol is unlimited waves then there isn’t much different since after Nokk the patrols become a non-issue.
path 2’s end boss has been buffed? lol wtf? This gotta be the dumbest thing ANet did to dungeons for a long time.
Mesmer portals and thief camp stalling: Why these tactics are important for WvW
in WvW
Posted by: kgptzac.8419
Mesmer Portal is OP in wvw simply because no other classes have remotely similar ability to move massive amount of troops. To stop it being OP, other classes need such “overwhelmingly” useful skills in organized groups.
Thief’s invisibility issue is just a poor mechanic. Invisible character should not contribute to point capping, and if the attacker:defender ratio is high enough, the capture should proceed regardless of whether there are defender players in the ring.
And don’t forget, both of these “features” are being exploited currently due to the rendering issue. But that’s another story, really, because the core design and mechanic of these two things are just flawed.
Interesting concept. For the pve version, I think this is probably the closest thing one can get toward a traditional “healer” archetype. I’m curious on how it fares in dungeons, especially the harder ones Some videos would be nice.
I’m curious that has anyone from ANet acknowledged that Staff’s auto-attack is kinda crap and need to be buffed? I just don’t get it; under what circumstance this skill is ever useful, other than hitting structures at 1200 range (and even then its damage is just abysmal)? It would be a miracle to hit player targets in pvp, and misses about 50% in pve. It is insulting that this skill is a 20% projectile combo finisher—same as ranger’s shortbow auto-attack, except Crossfire shoots 3~4 times faster. Being a piercing straight line aoe, it has no synergy with skill #2~#5, which are circular aoe.
If this isn’t a bad joke, I don’t know what is.
Some ideas to make it better: (not asking for all; even implement one of these will be much better)
- Learn from Scepter and make it a chain: 1) fast projectile with no piercing, 2) slower projectile with piercing, and 3) homing slower projectile with piercing.
- Increase attack speed.
- Make combo finisher 80~100%
- Add conditional damage component, or buff dps of this skill in general.
Please, ANet, just because rest of the bar for a staff necro has good skill doesn’t justify a poorly designed autoattack.