I sort of agree with both sides.
I think that there needs to be more stat swapping available than only legendaries.
The current Item system is unwieldy
Ascended attainment cost is extremely high in time and resources
Blocks cosmetics
However think it is not feasible to simply make every ascended multi stat to every stat automatically
I think they need to create a system whereby you can build toward unlocking various combinations, where the initial cost may be as high, but the subsequent costs are reduced (cost being time energy and resources)
lets say Item stats could be unlocked to your charachter
you buy berserker, and you bind it to your charachter; this unlocks power gear line, and specifically berserker stats
now you want a soldier, you get an item called “ascended way of the soldier” This will unlock soldier stats on an already unlocked power gear line.
lets say ascended way of the soldier uses 1/5 the empyreal/dragonite/bloodstone same skill points, 1 ascended base material (like damask mithrilium elonian leather etc), and 1 orichalcum imbued inscription.
This would also make ascended similar to legendaries, but with more short term goals you could build towards.
this still is gives ascended value, makes legendaries still valuable (they unlock everything easier)
allows people to still have the goals of gearing, but not the same wall they had to surpass for ascended.
It’s always this way DeWolfe, the forums are a self-selected sample of the most dedicated players. I would expect the vast majority of GW2 players have never checked out the forums and certainly do not read them regularly. These more dedicated players want hardcore content (because ego has been attached to in-game achievement and / or they’re bored) and they want people to know about it (forum boasting and the demand for exclusive signs in game of their achievements). This has been the case since EQ1.
In the end though Anet has the tools, and I’m pretty sure interest, enthusiasm and successes in these new events has involved a subset of the server population and rapidly dropped. Whether this is through the skilled / dedicated getting what they want and moving on or the less skilled / dedicated giving up.
no the forum is the forum goers, they range from dedicated, to people who just like talking, to people who have an opinion. The truth is the people who claim the represent casuals really dont. People complaining about achievments are probably not that casual, because having to get every achievement isnt very casual. In all honestly this debate is probably more between the hardcore time investers (even if you only play a little, if you are commited to play continously, you are a time invester) versus the hardcore skill rewarders.
Shouldn’t the title of this thread be Hardcores > All Others? Because most of you are not even discussing the content, just proclaiming you are entitled to content to show off how great you are. Btw… chest thumping is rather appalling behavior if no one ever taught you.
For a hard mode or higher level of difficulty, you do know you can easily and cheaply obtain White gear. Which is a far cry from the expense stemming from Anet’s implementation of newer “Challenging” content.
For the future, how much new content should be “hardcore” content? Because if a high percentage of players are beneath you Elites, then a large percentage of new content should be beneath you too, right?
you realize that people dont simply want the type of difficulty you get from lowering stats right? whats hard about these events isnt even stat based, its skill/organisation based.
And the reason why its not a discussion about casual content, is because there is loads of casual content, and hardcore people arent trying to get rid of it.
Also this whole debate isnt really about casual and hardcores, its more about the people who want everything in the game to fit their desires, and the people who want a variety of content of varying scales. There are many casual players who are fine with this content existing, many hardcore who dont really like the content, many casual who do the content with their friends who do the dirty work of organization.
So basically they want us to try to get better with new builds and learn etc, but then add nothing that will help us with that. and by that I mean:
No talent/skill profiles
Incredible expensive and hard to get armor sets (with max stats)
No wardrobe function to switch between armor sets to try new thingsNo gear checks! No damage meters! No in-game voice comms! Play how you want…
… but you need to L2P if you want to do new Living Story?
that sounds actually like a really good concept to me.
no gear checks
no damage meters
just learn how to play your class
As nice as instances might be for some content and whatnot, there is also an epic feel from succeeding with a bunch of people with no affiliation other than dedication to work together and get it done. Its also very cool when done in an open-world setting that you have explored before, and where there are actual impacts (like wurm attacks or whatnot).
Also, making instances is very technically difficult, especially when you want to allow as many as 30x the number of people in a 5-man dungeon. See they can create virtual instances for 5-man teams that use relatively few server resources, but that scales VERY quickly with number of people. Making instances also means that there could be many groups trying to fill up instances at the same time, as opposed to the current system which allows them to only make the overflows that are necessary.
Edit: To clarify, instances have many benefits, and open-world does too. Technical challenges can happen with their current setups for making more instances however, so it may not happen anytime soon, or even ever.
It would still be on the same map, only, a quarantined portion of it, similar to how personal story works. So it still has the real feel of ‘fighting in the world you’ve traveled through’. It could also operate like an overflow, only, a ‘party only’ overflow. As for that epic feeling of fighting with people you don’t know, this by no means denounces plugs as a variable, you can recruit people as you do for any other event. The only difference, is you get to talk and plan with them, and then start when you’re ready. Even if plugs die out, friends will still invite their friends, and I seriously doubt you know everyone they do.
the point of the open world isnt just aesthetics, its that you can wander over somewhere and see something exciting and interesting and participate in it. If its in an instance, that cant happen, and whatever is in the instances is not even observable by people who arent there.
You can create the planning and starting when you are ready via having pre events that start the actual mission. They already have dynamic events in game that are triggered by talking to an npc, or after doing a quick event.
I personally think large number player things should be in open world, and 5 man type stuff in instances.
to be honest, i dont really like high number instanced raids, I in fact prefer the open world techniques, though they need to be refined. while guilds premade still have an advantage because they can do big open world content on their own schedule, putting it instances is like a hard limit.
That same open world changes according to our actions (not nearly as much as people seemed to have thought initially, but enough for me) instead of always being the same whenever we leave a city and play in an instanced area.
GW1 was actually more varied than GW2 in this department. When you load into an instance in GW1 there can be more variations of where the mobs are located. There are patrolling mobs that you have to pay attention to in order to avoid getting pinched between two groups. In GW2 there is none of that, not even in the dungeons. Well except in a couple of spots in Arah.
The world doesn’t really change. At best some things get a new coat of paint from time to time.
its actually in a lot of the dungeons, i can remember it in TA SF COE HOW Ascalon. But now people know where and how to avoid much of it, Or they just kill it all.
Most of the time people just run past mobs though
I AM a thief in WvW, I know the positionings well. I work in a way to where I’m only getting frontstabbed. But since it’s always by GC thieves, the damage is always pretty heavy. It’s annoying however to see them stealth again in 3 seconds to do it again, and for the process to repeat around 10 times a minute. That’s just levels of BS annoying that isn’t fun. At least Warriors can’t spam Killshot or Eviscerate that much.
your problem is with GC in general then, frontstab dmg is not worth the time or energy, its a consolation prize at best.
less than heart seeker 50% and lower
less than shadow shot
less than AA over time.
Anet released the new content for the elite hardcore crowd. That means the achievements were geared towards them. But that doesn’t mean the Casual player can’t participate. Our groups are very open to help new players with Teq or the Wurm. We teach them what to do, and they end up succeeding. All achievements are “achievable”. What matters is individual and group skill.
Also, each server has their own PvE zones. Your suggestion for a shared map is bad. Because a map can only hold a finite amount of players, you create endless problems if you have 100,000 players trying to get into a map that hold only 150. Shared PvE zones would mean players from one server might realistically never play with their friends or guildies on the same popular map. If you want to play somewhere else, you can guest to that server. If the server maps are full, you have shared Overflows. The current system, while inconvenient at times, is the best option.
I read about the Elite Hardcore, and that is why I point Anet back to their plan about making the game doable for everyone without the hoops [no matter how easy the hoops is like guesting and/or joining specialized guild]. I posted Colin’s own words, and that’s how I based my proposal. I also emphasize this:
20 Elite Hardcore players willing to do everything and anything they can do to complete the event [buffs, foods, summons, gear, practice, dedication]. This is what Colin mentioned, and I hold Colin to this.
As for the single PvE, I mentioned that overflow will still exist the way it is now. So at no one time will 100,000 players be playing at single overflow. The system exists now, Anet just need to improve it.
its simply not possible to make one content everyone loves. The best you can hope for is a variety of choices. There are a lot of people, not just the elite, who cant be satisfied with events on the level of jormag or shatterter. I mean i like to tear through things easily and effeciently sometimes, but i also like challenges and interesting mechanics that arent the same everytime. I dont think anyone should expect all content to fit their paradigm.
i dont think open world is supposed to mean easy, it just means its open to anyone to join and attempt. I think there is a place for teq and wurm, i also think there is a place for mari level difficulty events.
To be honest most other events in the game are a little too far on the easy side if you have the numbers. Many of the big events are just about getting a hit in before it dies, or standing around AAing.
I do think needing 80 players minimum isnt good, leads to overflow issues. I think there should be midrange difficulty content more often, and requiring fewer minimum players. After all groups of <80 people want something somewhat challenging/interesting as well.
ehhh i think they should have general training rooms, but not specific to bosses and encounters, i think you should have to learn and do that in the events.
some things that could get training room of various difficulties are
Avoiding attacks (dodge, moving blocks etc)
Performing combos
CC use and CC breaks
supporting group
[Radio Edit]
Vague because this isn’t exactly the thread for it, but whatevs. YOLO.
There really isn’t that much class variety. Every class fits the same roles, there are thematic variation sure (warriors punch things, necros have death magic, thieves commit thievery) but at the end of the day every class is still just does DPS and heals themselves when they need to.
Saying we have a varied skill system is probably the biggest lie ever told short of “the check is in the mail” and “I’ll respect you in the morning.” Half of the skill bar is locked to the weapon you’re holding and you have no customization therein. Don’t like 100 Blades? Too bad. Don’t like Phantasmal Duelist? Tough titty kid. The other half is also partially locked, Want to bring more utility skills in place of your heal or elite? Can’t do that. Want to create a build around an interesting elite skill? Probably not going to happen since we’ve traded the likes of Blood is Power for Signet of Rage.
As for attributes vs traits, that’s an apples vs oranges issue to me. If you like traits knock yourself out. I liked attributes more, they make more sense to me (being better with axes makes your axe skills stronger) and there weren’t a thousand passive effects tied to them like there are with traits.
We have a direct continuation of the old GW lore.
Sure, though depending on your opinion of Anet’s writing staff that could be a good or a bad thing. :P
Disagree with the notion that the game is more accessable, Guild Wars was very intuitive and easy understand for me, and the large variety and intricacies of skill interactions made the game much deeper. Now we have a thousand particle effects covering everything we do and a petting zoo making combat indecipherable. GW2 is more confusing to watch and play than GW1 ever was.
Being able to get max stat gear and then spending the rest of the time playing the game or customizing your appearance was one of the things that made GW1 good, no vertical grind, no stat optimization. Just get your gear and go. If you want to be pretty go do that, you wont be any different than someone who just has the first max stat stuff they bought.
I’d argue that any leveling is boring, but at least it was over after 20 levels in GW1. The open world and graphics are probably the only actual improvements GW2 made over its predecessor. I’d have much rather paid $60 for GW1 with an open world over what I’ve gotten out of GW2, because I certainly don’t feel like I’ve gotten my $60 worth out of the game yet.
To me, saying there’s anything left of the old Guild Wars is just being blind and delusional. I’m a Guild Wars 1 player, and I don’t feel like there’s been ANYTHING intended to make me happy as a customer. I’d love to love this game. I don’t think I’ve ever tried and fail so hard to enjoy something. Instead all I’ve gotten is frustration and a bunch of fanboys telling me that I’m “wrong” for wanting Guild Wars 2 to actually BE Guild Wars 2.
you like Gw1, you want more of it understood.
but yeah the skills/system is diverse, not as diverse as gw1, but gw1 is at the far end of the spectrum, which is fine, but you dont tell a 6 foot 4 guy he is short because manute bowl exists.
sequel means dif thing to dif people, i loved gw1, but i like many things they did with gw2, i wouldnt want a gw1 HD, but thats just me
Yeah amounts to more baseless theif hate.
Stealth skills are limited by reveal
Stealth skills are limited by access to stealth
Backstab is limited by enemy position…
Stealth is limited by stealth?
stealth Skills, this means the skills you can only do from stealth, like backstab, etc. They are limited by access to stealth, meaning even if you can miss a backstab, you dont get infinite skills to apply stealth. Access to stealth is a way bigger limiter on use of stealth skills than people who dont play thief think.
IE most times if a theif misses his backstab, he wont get a chance for another just due to the fact his stealth runs out, and in order to get back in stealth he has to use a limited resource.
IE stealth skills are limited by access to stealth
(edited by phys.7689)
Is there any way you can comment on the “raid” aspect of these events? I think Wurm and Tequatl fit more of the example.
The fact is, these events require a highly organized and skilled group of players. Knowing this, they reach an inevitable point after launch: Players in the open world don’t attempt to do them because it can’t be done with the level of coordination that zergs have. The only people with access to these events are groups like TTS. Even on my server, TC, which is highly populous, there is almost nobody at Tequatl. If you want to do him, you have to join one of these groups, be able to participate at a specific spawn time, and have the group invite you to an overflow server. That’s essentially the opposite of open-world content.
I’d -LIKE- to do Tequatl and the Wurm, but I know I can’t without trying to join these groups. This begs the question of why these events are still open-world and not instanced. I know the world needs to be alive, but I think the fact remains that these events are simply too difficult for open-world completion and end up barren after the hype passes, which makes me sad because I actually want to do them.
essentially in the long term these events are supposed to be organized by the community. Forming groups like TTS is just using the tools available to gather the people who want to attempt this type of stuff. TTS and its like are actually the solution, not the problem.
Now you say, then why not make it an instance? because anyone who is in the map, just has to join in if they see people organizing. You arent really supposed to have this event being attempted all the time, only when a lot of players want to, and they have some organized leadership is it supposed to happen.
With this in mind, wurms guaranteed spawn timer, and in the future, event chains that are started by the group, are probably a better means of initiating them *rather than tequatls window.
Yeah amounts to more baseless theif hate.
Stealth skills are limited by reveal
Stealth skills are limited by access to stealth
Backstab is limited by enemy position
Theif is not OP, backstab isnt OP, its not spammable
As many have said theif is one of the higher difficulty classes, and its max performance is not high. People just dont like losing to them. Think of this, in what content has anyone ever asked for a theif?
not WvW
not fractals
not open world bosses
not dungeons
not spvp
they said they d want to do a heavy because there is only two heavy proffesions, but i cant really see what a heavy could bring to the table that war or guardian doesnt. I could see martial artist in light and marksman in medium though.
Fellow Fort Aspenwooders… Why do we continue to fail so heavily at doing killing this Wurm? It’s sad to see a server that sits high on the population ranks, does fairly well in WvW, but yet can’t fill the map for the Wurm event.
There’s no one trying to organize things. We can barely do all 3 escort missions without a failure. It’s disheartening. It really makes a player like myself feel the need to join up with TTS or quest to a server that wants to accomplish this.
We shouldn’t be satisfied with trying to kill just ONE wurm head so that an achievement can be made. That’s very sad, honestly.
Rally the troops Fort Aspenwood! Let’s get some coordination and some Wurm kills. WE CAN DO IT!
If you build it, they will come
maybe
I agree with almost all OP points.
I think Marionette has just the right scale, balance and mix of mechanics for open world bosses.Yes, “just the right scale”, which is why unless you’re in TTS or you hang out in a big server’s LP main all day, you fail the event 90% of the time.
I agree. I’ve not beaten Mario although I’ve attempted it on avarage 2-3 times a day. I’m sure I’ve been mega unlucky, but that said. Unless I’m lucky tomorrow the. Between work and social engagements that I can not miss. I’ll never beat her. I really don’t fancy more contnt that I’ll never beat. Don’t get me wrong I’ve had fun doing it. And if it was perminant then I’d be all for it. As sooner or later I’d beat her. But as LS content no thanks.
Its probably going to be here till march. Its definately going to still be here for the next release, i think colin mentioned in interview people would still be attempting it and edge of mists at same time
- Re: Marionette:
I’m happy with the Marionette event fight, as it’s a genuine MMO encounter that allows no free riders. I’ve won the bulk of my platform fights, including a few nailbiters, but suffered a few tough losses, too.
Whether it’s a low dps or low survivability group, the groups that failed were quite varied. This is what I expect in an MMO. Challenge is a good thing. Open world, community-building fights are the hallmark of a great MMO. GW2 has plenty of instanced content for groups already, so events like this are welcome.
I know some are hung up on winning the achievements, but I think they need to face that in an MMO, some achievements simply must rely on the cooperation of others. That’s what a community game is all about. Besides, the meta achievement is ultimately achievable without the help of others, anyway.
- Re: Bloodtide wurms:
This really seems to be geared only to very large guilds. Getting 120+ disciplined players together at one time to pace three separate kills appropriately is not going to happen with a pickup zerg.
If 120+ person guilds were the only target audience, fine, but devoting further resources to that audience should be done rarely. The Marionette event was a much better way to fully engage that number of people with some coordination required. Also, temporary events are your only way of ensuring that you can get a random gathering of that size.
People will learn the events, even wurm, but right now it has some bugs, and probably needs some tweaks. It also needs to be more rewarding in general, and better paced rewards/feelings of accomplishment even for losses.
If they keep making good open world content, thats interesting/rewarding, people will begin to figure ways to coordinate better, like using the lfg tool to gather people for events, forums, or shouting in various places.
I do think that even large scale events should be doable by say 60-70 people. If the scaling only begins at 90-100 you basically ensure it can only be handled via the overflow system, because promoting events and what not is inexact. And how many people randomly choose to go, or are already on the map is unknown. this means if the event reccomends 100, you will probably half the time get too many. which creates overflow issues, to which i dont think anyone has any great solutions for. As is having them is way better than not having them
Noone is asking for a nerf. People just want to minimise the impact lowest end players currently have on the success of the event. Last time we had 4/5 severed chains and 4/5 groups in the lane finished. One group wiped and cost 100+ players a win. That’s just wrong for temporary open world content that’s suppoed to be more casual friendly.
you didnt lose because 1 group wiped, you lost because 5 groups wiped, or your lanes allowed too many enemies through.
Everyone wants to blame the last group in the last platform, but really 1 group failing cannot lose the event on its own.
It takes 5 failures for chain if you play good defense, this means 5 platform groups failed, if these platforms had 4 people that means 20 people failed. 20% of people failing is not a small amount.
Also, it seems like either people are getting better at the event, or less people who dont know the event are playing. I have had more victories lately, less preparation time, and people getting farther even on fails.
Well. i dont think think they should copy it too much, but i think it shows very good strengths, many of which you hit on.
Ill add to that, its a fairly dynamic, and can be different every time you do it. You arent 100% sure if you will face the same wardens, and you can start out in different lanes. I think its good if future events try to have some more alterable, and some more random elements. Splitting the group up is an excellent idea, and allows the whole event to feel like you matter more.
Id like to see these ideas implemented with a greater scale range, not just content for 60+
i also would like to see maybe more of a dungeon or area, success/actions of other parties can change the path other groups take.
I really do feel the overall direction here is very good, and makes playing it multiple times more entertaining, if they advance even more on these paths, the game could really become a full expression of its potential.
I think your idea of RPG is not their idea of RPG, the rpg that is meant when they talk about “RPG” isnt really what you mean. There hasnt been too many mmorpgs that are based around, or built for your idea of RP.
the RPG here, is like the RPG in final fantasy, secret of mana, dragon warrior, baldur’s gate, neverwinter nights, etc.
Now im not saying mmorpgs are opposed to the existence of RP, but generally very little in them is built with such things in mind. Probably what RPers need to do, is create a new term for RPG, and then massively push for more games built with this type of play in mind.
keep in mind, some of the things RPers would want go against what most RPGs are based on. RPers really want a world full of props, with very little actually set in stone, that way they can fit the world to their needs, and play whatever roles are needed.
well… id work for money…. but.. item? i just dont know…
I have also been enjoying the story bits in the past few updates. Aside from Scarlet, the Living Story characters are all really well written.
I liked the story instance, but the conversation between marjory and kasmeer came off as…I don’t know. I didn’t care for it very much.
Ah, they’re in love. Give ’em a break.
Its not the love angle, its kasmeer coming off as a fairly whiny self absorbed annoyance. I took his teddy bear weep weep cry cry blah blah. Maybe Im just a cynical street rat who cant relate to her priviledged lifestyle.
Also its kinda like, why is she whining about that now, we got a crazy scarlet dragons bandits and she s crying because she became poor.
I agree that the connection isnt handled great, however lore should totally be gated via content. You should discover lore, and uncover it as you play through the game. I think the idea here is specifically that these npcs take part in the event, and this meeting in lions arch occurs after they have done this. Its sequential, and pretty logical.
As i said though, the npc stuff in the event is hard to see/hear/find, so it does feel pretty disconnected.
I suppose I should clarify that I think lore should not be gated by content that keeps players from ever seeing it because of the difficulty or inaccessibility. I guess I agree that lore should be discovered but that discovery should be something that anyone, casual or hardcore, should be able to accomplish.
Perhaps if the connection and communication of this lore scene to the boss fight had been better done, then I wouldn’t have suggested they should not gate lore like this again. As I mentioned, simply participating in the fight is not a difficult gate but I think it did contribute to the confusion.
Plus they need to somehow make certain that players are aware that there is a story for them if they do participate in something that is not usually connected with detailed story development, like a mass open-world event such as the marionette boss fight. It’s like connecting a detailed character development/storyline to a jumping puzzle, it’s not something people are used to seeing.
Instances are where people usually expect storylines to be found, gating accessibility of the story/lore instance to an open world event certainly added to that disconnect you mention. They really need some extra effort to communicate to players because of that.
yeah they could have had some sort of central event or pre event (say the 5 min warning) where you the npcs are central, and mention lions arch.
The issue is a failure in encounter design, not a failure on the part of the player. Telling the Ranger to place their pet on passive is akin to telling the Elementalist not to use certain attunments or the Mesmer to not shatter clones.
When every point in the game has taught the player to do “X”, do not passively expect them to do “Y” not “X” only in specific circumstances.
incorrect, there are times when mesmer should/shouldnt shatter, and times when you shouldnt use attunements. And the game doesnt tell ranger not to use its pet, it tells them to control thier pet. One of the main mechanic buttons on the class is for telling the pet to come back to owner. A lot of rangers think their pet is just an AA machine, thats not really how they are supposed to use them when it matters.
I really enjoyed this instance. It is probably the highlight of the update for me. I liked the development of the characters and the refinement of the scene interaction mechanic. Taimi made a really memorable introduction and I was really intrigued by the twist with the relationship of Rox and Braham. I laughed to see Frostbite burrow and hide when Braham came up. Majory and Kasmeer’s scene was poignant and well done. The whole instance was great and I really want to see more story and lore delivered this way.
Only ArenaNet needs to communicate with their customers and tell people about it.
I have friends who have been logging on far more than I have and I they knew nothing about this instance. I have seen forum posts from other players saying the same thing. It is aggravating to think there are people who may completely miss this great piece of the story because ArenaNet isn’t using the in-game mail system that they have spent months training their customers to expect to see.
The icon on the LA map is not enough nor is an update of some text in the corner of the UI. ArenaNet please, make a patch and send an in-game mail to people so they can be sure to be made aware of this instance.
Hey guys, You must participate in the marionette encounter in order to progress to the step where you go to LA. You do not have to WIN the fight, only participate. Once you participated that step should go away.
I am not sure why this was done, it seems to have contributed to the confusion and inability of people to know about the instance. It is not a very onerous gate, but it is still a gate to this story/lore scene and the resulting confusion with people missing it is an example why any gating of lore should really be avoided.
In the future, I think ArenaNet would be better served avoiding making their lore dependent on players doing an event, or a puzzle, or a boss, or jumping up and down for 5 mins or some other condition. If you just can’t get away from the old-school attitude of gating lore, then please, at least clearly communicate with players about how they can see it.
TLDR: Loved the story instance but ArenaNet needs to tell ppl about it with in-game mail.
I agree that the connection isnt handled great, however lore should totally be gated via content. You should discover lore, and uncover it as you play through the game. I think the idea here is specifically that these npcs take part in the event, and this meeting in lions arch occurs after they have done this. Its sequential, and pretty logical.
As i said though, the npc stuff in the event is hard to see/hear/find, so it does feel pretty disconnected.
And i thought it was pretty good, but i think the pacing was slightly off, too much slow walking with nothing happening.
And personally i found kasmeer and marjory to be kind of EHHHHH, just didnt feel connected to her, or her sob story about her dad. I give marjory props for basically being like ok yeah that sucks, so you am i coming over tonight. But im probably not the target demographic there anyhow so whatevers clever.
To put it a different way, consider the pet with today’s implementation:
Damage = MIN to MAX
MIN: beastmastery at 0 points
MAX: beastmastery at 30 points
MEDIAN: 1.0With your proposal it’d be: 0.5 * MIN – X * MAX
0.5 * MIN: beastmastery at 0 points, gear with no power nor precision
X * MAX: beastmaster at 30 points, full zerker gear
MEDIAN: TBDSo the first big question is what would be the MEDIAN for most players. If the MEDIAN drops below 1.0 then you nerfed most builds. If it’s above 1.0 then you buffed most builds.
The next big question is what is what’s X? If X is 1.0 then you didn’t do anything other than nerf pets (i.e. MAX stayed the same, but MIN dropped by 50%). If X is larger than 1.0, how much larger? How much damage should a glass cannon pet do? Is 2.0 the number you want? Is that OP?
So where I’m going is you made the system more complex and there may not be a corresponding benefit. If you go to the extreme and get a little more pet damage, was that worth it? What if the pet damage for most players drops (MEDIAN)?
It wont drop as long as the pet gain more damage from power then it had before the nerf. It will drop for condition spammer who dont run rampager however and it will highly drop for cleric or tanky ranger who dont run neither cond damage or power.
Its not Op if the pet gains better damage at the condition of the player running a glass cannon build. Its Op only if pure tanks benefit from it to the point of having all the advantage and none of the consequance. A zerker or a rampager player using the pet traitline should be rewarded for running glass cannon in the mean of increased pet damage.
If most build totaly ignore the beast mastery traitline to the profit of other traits… then yes i nerfed most build.
The other alternative would be to put a grandmaster trait to the beastmastery wich increase the pet damage based on the master but keep the stat for the ranger that dont spec into it or remove the 300 point of beast mastery and replace it with stat percentage gain for pet instead.
see your discussion of ranger totally misses the point, ranger is supposed to select their pet based on what type of build of pet they want, support, dps, tank, range, debuff. It makes more sense that pets have their own stat spread than it be based on the rangers equip. If you want a dps pet, you pick one.
Altrought this isnt indeed a game of spot the defrence maybe other pet user should get a damage scaling as well. Im just pointing out that mesmer got this effect on their pet and we dont, this makes us totaly non-viable for a damage based team unless traiting for everything but our pets.
It goes so far that some rangers want the ranger pet removed from the game for behing useless. If pets is to be a part of the class it needs to actualy be competitive.
because illusions arent pets. They are attacks. Different classes behave differently. Also your idea the mesmer can be tanky while its illusions are offensive is incorrect. they use the mesmers stats, so a tank mesmer has weak dmg phantasms. If you are talking about being tanky with strong conditions, go see every condi/bunker in the game. When a mesmer is full DPS his phantasms can barely survive 1 hit.
the advantage to having your pets stats different is you can have tanky bear, and DPS ranger, or DPS cat, and condi bunker rnger. Its different, different classes are meant to be different.
Notice all illusions die with target death, and the inability to precast them. Its just a totally different thing
I want martial artist (fighting monk not healer)
close ranged fighter, pbaoe buffer, with a focus on skills that get more effective when chained together, and a very active counter heavy playstyle.
I dont think they really hit all the playstyles/archetypes here at all.
i could also see a marksman class that focuses on preparations/reloading and provides a class with good range without the nature/pet mechanic. as well as close range debilitation/debuff.
The thing with classes they have, they will always be married to their mechanics.
Thief will always be about stealth and initiative
mesmer will always be about illusions
ranger will always be about pets
etc.
You can change the weapons, but not the basic class mechanics.
Im not saying you can get into main server easily with 5 min before events, im saying you can get into an overflow, which seems to have just as much chance to succeed as the main. Overflows come from all servers, so it doesnt matter if your main is gandara or it aspenwood, could end up in same overflow
And I can say that this is patently untrue, as I’ve participated in the event about 7-8 times now, and in every time my team has gotten on stage we’ve killed the warden (except once), and yet I’ve never been part of a run that got further than two cut strings. It failed CONSTANTLY on overflows.
yeah, they fail on the main servers as well. I dont seem to get much farther on main than overflow, but maybe just me
What i suggest is create a crafting “guild” that basically has events/tasks/acheivements/exploration that give you crafter points. Crafter points can be used to buy various accountbound crafting materials, some special recipes, as well as sells items that can be used in certain special recipes.
One of the means of getting these points could be an item dump of excess items in the economy that changes every day. This would give value to these excess items, only while they are out of balance. Since there will be other ways to get points, this will not be the only method, but would be the primary method for crafting merchants, because it will allow them to make more of these items to sell per day, as well as by having more recipes to buy that people want.
This can also be used to create more town based events, and minigames(even crafting themed ones). It also solves the problem of everyone being a max crafter, without having to use hard limits like 24 hour timers. While small time crafters can still make items by doing events, merchant crafters can supply the people who dont want to get involved in such crafting/merchant tasks.
As for the items? well… im a fan of creating a user generated armors/weapons system, whereby players vote(think a tab in BLTC were users rate an item 1-10 scale or just a website) on completed (not just visually designed, but modeled/rigged armors) then anet approves/uses some. The recipes are sold in gem store, and also possibly for crafting points, Creators get a portion of the gems sold per recipe (say 1 gem for every 100) or crafter points. Actually crafting these custom armors/weapons will use crafting points.
yea, i was just going to say that these type of recipes are huge mistakes. Things that will remove extra items from the economy should not be long term. Ascended is the perfect examples, they made silk bolts require 300 scraps, then made it so people need 300 scraps a day. There is no way to get that playing the game normally or semi casually without spending massive money or time.
They do need to stop designing items based around whats in the market/costs. They need to create a different system for using up excess items that doesnt make item creation by any means other than being a TP focused player a total waste of time. Its totally illogical that if you have a lot of silver in your country, suddenly a necklace uses 100000 silver items.
No matter how much of an item has built up, at the end of the day it still requires X amount of man hours to come into existence. ultimately these items end up being way more man hours than they are worth. The items creation team has been contributing very largely to making the game extremely grindy.
It would be really interesting to see official statistics for the Mario event, and a comment from the devs as to whether the numbers reflect their original vision. Since I already managed to secure my personal sprocket dispenser, I don’t have any particular interest in repeating the content, but in my opinion 90% failure rate for time-limited content is way too high.
The thing is, success rate doesn’t seem to go up with experience, which suggests that the event is poorly balanced, hitting a hard limit somewhere along the way. Whether it is the average player skill level, average player DPS rate or something else, ANet would do well to study why people fail the event despite generally knowing what they should be doing.
The latest (and possibly last) Mario event that I did today went like the following. It was the main zone, and we had more than enough players on every lane, with commanders in every lane. Strategy was discussed while waiting for the event to start, and people seemed to be well versed with the required mechanics.
I started on lane 1, and we cleared the first warden without difficulties. I and a couple of other seasoned players then jumped to lane 4 to reinforce it.
Lane 2 failed to kill warden 2 in time.
Lane 3 failed to kill warden 2 in time.
Going in the second time, we cleared the second warden without difficulties. I and a couple of other players then jumped to lane 2.
Lane 5 failed to kill warden 3 in time.
Lane 1 failed to kill warden 3 in time.
I should point out that our tower defense was impeccable, as can be seen from the fact that the event didn’t terminate even after 4 platform failures. So, in I go the third time. My platform team kills their warden without difficulty. Three other platforms soon follow suit. The last platform is struggling, with two defeated players. They rally heroically and kill the warden. When they are halfway through destroying the power node … timer goes to zero.
Platform event fails.
Mario event fails.
Pay for WP. Pay for broken armor. Thank you for having fun, ANet style.
I’m not angry, it’s more like I find it an amusing thought that someone actually sees this as great content.
I to would love to know how often this event sucseeded vs number of server/overflow attempts. It would seem to me, from my personal experience, that most of the people who play Guild Wars 2 are having big problems with the Mario fight. I’m sure some people/servers are having no problem. But as I’ve said, every attempt I’ve taken part in has failed. I’ve truer 15 times and failed 15 time to verging degrees. Never seen past the second chain.
The third chain seems to be a sticking point, I agree that it feels like you can get downed with no warning in that fight. I hear its the bombs, but sometimes i see no bombs, so i;m not sure. Best thing there is i think to range it and stay far away, looking out for the bomb that doesnt give a circle/stay away from the warden as well cause he has some attack that can down you instantly as well, though im not sure what it is.
I’ve actually never really been bothered about scarlets’ character/motivations as she was obviously awaiting a reveal of some sort. In her secret lair, the reveal has started and i’m pretty stoked as to how it will pan out.
Someone in the thread keeps saying that u can port to lornar’s pass 5 mins before the event starts and you’ll be fine; well i can categorically state that if you try that on Gandara you will be in an overflow which will most likely fail. On Gandara, you have to be on the map at least 30-40 mins before the countdown or you won’t make it unless some poor sod disconnects. I suspect it’s like this for all high-pop servers which defeat the marionette as a matter of course.
When i’ve done the marionette once, i will just stay on the map to get more achievements until i’m out of time for the night or done. Then i’ll likely do it once a day for the loot chest.
This means i do my daily, jp’s, etc before the marionette to get them out of the way because i know Mari will eat the rest of my evening. Again i ask- is this really what Anet wants from it’s players?
Im not saying you can get into main server easily with 5 min before events, im saying you can get into an overflow, which seems to have just as much chance to succeed as the main. Overflows come from all servers, so it doesnt matter if your main is gandara or it aspenwood, could end up in same overflow.
Ok, this really isn’t a problem with ranger, its a problem with not knowing your class or battle mechanics.
Ranger has pet management, they can make pets return to the ranger, they can swap them out. A ranger who knows how to use his pet will have 0 problem making the warden walk where they want. In fact its probably good at it.
Far as ranger dmg, the idea rng can’t dps simply isn’t accurate. It requires coordonation with pet, but that’s fine.
Also this isn’t a dps race. The timer is based on poor performance. Most of the people on a platform dying is the main reason pads fail. 3 hybrid builds can kill the wardens if they don’t die.
there is little in the specific chests you cant get from other events, or just killing mobs in this event.
Yeah, fair enough, so take out that “little” that is exclusive to the chests and leave it at that.
Actually here I do have to put in a good word for Arenanet. You do get lots of cypher pieces just from the lane defense portion, so you can still use the chests in the secret lair and have a chance at getting the rare drops even if you fail the event.
Do the smaller chests have the same drop rates as the big one? I was not aware of that.
So mainly the problem is with the Teq and Wurm chests then.
To me, something like this comes across as “too European”. Scenes where everyone dies and the naked Marionette is not appropriate for the T rating in the US. If Anet continues this, they’ll need to consider changing their game rating from T (for Teen) to M (for Mature) for the North American market.
This is just nonsense. Those things may be too mature for you, but they are by no means too mature for the US audience in general. I’m not a fan of the Marionette wipe-out exit, but that has nothing to do with puritanism.
from tequatl you can get some tequatl related items. mostly flavor, a mini, and ascended weapon chest, but you can get ascended weapon chest from anything that drops ascended materials, the only difference is a particle effect and color, i think the wurms is also reskins of ascended with a particle effect as well. So its nothing you cant get just as easily elswhere except for the cosmetic/flavor text.
This event is by far my least favorite and has really turned me off to the game. Not sure what Anet was thinking. If there technical issues that prevented it from being played the way they wanted us to, then consider not doing the event at all.
I want to do the achievements, but it’s just not possible. My platform always completes, but all it takes is one to fail and cost us the achievement. No way to help them.
This entire event is DPS based, so I die a little for every bear/bow ranger I see there. And there are so many.
The only good part of this event is that I’m catching up on my reading. I expect to finish a few novels while waiting for the event to repeat.
the entire event is not really dps based, dont know where you get that idea. The timer on the fight is very generous, if the timer fails, its because a bunch of people on the other platform died. It also generally takes 5 times to fail the event, so its not like one platform lost the whole event.
I’ve seen tons of groups unable to kill the wardens within the time limit. Yes, those are groups with rangers, but it is still dps-based.
Also i dont know why people are waiting around for the event, if this is the only thing in the game holding your attention, then maybe something about it you like? you really can just log in 10 minutes before the event and usually get a team with a shot to win
It would help if you read people’s posts before replying. I, like many others, want to complete the achievements. Obviously you have not played this event, because getting a team of 100+ players who can win it is extremely unlikely. The only advantage a home server has over an overflow is that it can get 100 players to fill each lane. The overflows I’ve been in usually have 2 or 3 lanes with 10 to 15 players in them.
I have done the event only in overflows, every time we had enough people to win, we lost due to people not being able to fight the wardens, throughout multiple paths. I havent aimed for the achievements.
I also have never waited on the event. You really dont know who is capable of winning till you play with them. Many people have succeeded on overflows, and lost on main servers. From what i have seen it mostly comes down to people being familiar with the wardens different strategies, and able to deal with said strategies.
I have beaten wardens with 3 people, and im not a berserker. I have seen them soloed for like 40% of thier hp, This means the dps required is not high. The failure due to time, is mostly due to death/disconnects/people being alone, or just fighting the boss completely wrong.
This event is by far my least favorite and has really turned me off to the game. Not sure what Anet was thinking. If there technical issues that prevented it from being played the way they wanted us to, then consider not doing the event at all.
I want to do the achievements, but it’s just not possible. My platform always completes, but all it takes is one to fail and cost us the achievement. No way to help them.
This entire event is DPS based, so I die a little for every bear/bow ranger I see there. And there are so many.
The only good part of this event is that I’m catching up on my reading. I expect to finish a few novels while waiting for the event to repeat.
the entire event is not really dps based, dont know where you get that idea. The timer on the fight is very generous, if the timer fails, its because a bunch of people on the other platform died. It also generally takes 5 times to fail the event, so its not like one platform lost the whole event.
Also i dont know why people are waiting around for the event, if this is the only thing in the game holding your attention, then maybe something about it you like? you really can just log in 10 minutes before the event and usually get a team with a shot to win
A decent number of us love the challenge wurm gives us. We are watching other player’s videos. Talking to other guilds. Bringing in other worlds for help and advice. This is just one boss for us, the people who love the hard work. Seriously. You all have an entire game of content you can do on different skill levels. Let us have wurm.
Ok, fair enough, just remove the specific reward chests from the event, give it standard reward chests identical to the one you can get from the Caledon Wurm, and you can have your event. I’d just prefer in future that they spend their time creating content that is fun for everyone, rather than just the “hardcore.”
there is little in the specific chests you cant get from other events, or just killing mobs in this event.
As far as content that is fun for everyone, that does not exist, and it never will, the best you can hope for is that they create a lot of content, and a decent amount of it is fun for you.
I think anet wanted to make some content that 90% of players CAN beat, 70% of the time, if they attempt it with a lot of forknowledge and coordination.`
That would be a good content. Neither Tequatl, nor Worm, or even Marionette does come even close to those values however. It’s still a content that most of the players cannot beat 99% of the time, and is really iffy for the rest for reasons that are completely beyond their ability to influence.
tequatl is really about having the numbers, and organization. even a new player can contribute to winning pretty easily. In fact i would say tequatl requires(minimum not saying no one is skilled) very small personal skill, and mostly a lot of coordination. so i would say 90% of players have the ability to successfully contribute to teq.
when you are playing with people who either know the event or ar coordinated you will win 70% of the time.
Now what stops people from being able to beat tequatl?
1st knowledge, but this can be obtained fairly easily, its not super complex
2nd, and this is the big one, numbers you need at least 80 to have a shot, and probably more for it to be likely.
However if you have the people, and know the event, and are coordinated, you will win most the time. I have beat teq a number of times, and im not that hard core, I will even admit i dont play teq very skilled. I just go where i need to go, do what needs to be done, warp back when its a good idea to warp back. I have probably attempted tequatl… hmm 15-20 times? i have probably won half of those, most failures were in the first two weeks. Overall its not something i like doing a lot, feels a bit like being a soldier in an army, but i think its good content for others.
now marionette is interesting because its actually failing on a more personal skill level.
20 people defend their lane, this part most people are good enough at
but now the part where five 3-5 man groups have to beat a champion is where its failing. It actually takes slightly more personal skill, and this is where people fall down.
but regardless, i think that these types events are good to have in small doses. Tequatl is good because it gives a goal for large groups of players who want to work together, its all about massive multiplayer coordination.
Marionete is good because it takes a large group of people and breaks the event down to more personal chunks. It feels a lot more personal even with a lot of people.
I havent attempted wurm yet, hear its a bit buggy.
I think its good to have options as a player. And i think that overall the game needs more challenging content. Note, that i dont think ALL of that challenging content should be aimed at super large groups. They should definately create some more new and epic events that start scaling at 20 people and 40 people. even some that start scaling at 10 men. And more open world dungeons doable by even small groups.
See im not saying that everything needs to be a mapwide endeavor for endgame, but im not saying none of it should be either.
I think the thing that is most frustrating (and I’ve mentioned in another post and wish to expand) is that the new content (Teq, worms, and Marioente) is getting away from their dynamic leveling system. One of the things I remember when GW2 was being hyped was that fights would scale to the number of people present, but these fights don’t scale down unless you have 100+ people. I understand they want the bosses to be an epic fight, and the mechanics involved are cool, but it’s frustrating if you’re playing on down hours or on a smaller server population to complete them at all. It just seems GW2 is going away from made it unique and attracted us in the first place.
I just think if there’s 100+ people that these bosses should scale accordingly, but if there are only 30-40, it should be achievable too. The reason casual players get frustrated by this is because ANET puts out lots of achievement points for em, but make it difficult for any but really dedicated (or lucky) people to get.
i think it might be true that they start their scaling too high. Many of these events are nigh impossible (read hard counter) with less than 80 people. I m not sure such a high number is appropriate to most situations.
Id say they should probably start at 40
At least I have Spvp solo Q, hot join. If it wasn’t for the fact that I don’t have to gear grind to be on equal footing Id have never bought this game. On a side not that’s why I don’t do WVWVW, because of the ascended gear power creep they implemented.
I always love the opinions on WvW that non-WvWers have.
Many of the best WvWers I know do not have ascended armor. Gear level has a pretty low impact in WvW. Rather than judging from the outside, go in and find a good WvW guild and find out what WvW is really like instead of just guessing.
Im not diminishing peoples feedback here,
How is going into a feedback thread and belligerently telling the guy to not play if he doesn’t like it not diminishing his feedback?
im not belligerent here, I legitamately believe not all content in the game is going to appeal to all players, i think their feedback is important, but if every facet of the game has to be easily beaten within 1 or 2 tries you really arent leaving too much options for the game.
I mean if players cant accept that there will be some content that isnt their cup of tea, the only solution the devs can really do is to create seperate modes for the game, akin to hard mode.
But i think the devs really dont want to create that hard split, and split the community drastically. They want people who want hard events to go do certain events, and people who want easy ones to do other ones.
Perhaps what they can do is (as someone mentioned somewhere before) have people somehow split themselves into difficult and easy tasks. Where some people pick the easy parts, and others pick the harder parts.
One thing about the marrionette, its not so easy to do this here. If a group fails, the order is changes, so you aren 100% sure who will be facing what warden. But ehh, i think its ok that some events are harder to succeed than others. I actually like that warden isnt really a zerg fight where people can just coast and win. Eventually 3-5 players will have to face a warden in order to win.
In the never ending quest to improve our design and find ways to please as many people as possible we’re always digging into constructive criticism. We have not perfected the recipe for an open world boss event, probably because we’re pioneering new territory here.
As far as I can tell there are a couple challenges we are trying to overcome. First, we are trying to teach the community a new skill: self organization. And I’m happy to see that in the aggregate, they ARE learning. I’m sure as this process continues we will find better ways to accommodate the communication structures that will emerge.
Secondly, from both a technical and player-experience perspective, it’s best to break up zergs as much as possible. Thematically keeping everyone feeling like they are contributing to a common cause from multiple locations, and still feel heroic is an interesting challenge to balance. Always looking for new ideas on this issue!
I think part of the problem is that there seems to be an instant assumption of both competence and interest. When you’re designing content for as large a group as possible, you can’t assume either. If you create an encounter that is clearly designed as elite content and lock it away in an instance, you put up some fairly standard velvet ropes. The players who want to do it will do it, and will likely be interested in the learning process (or will wait and make use of the teachings from the first ones to do it). The players who aren’t into that sort of content won’t do it. Things right now, however, are in a place where you’re throwing everyone into the deep end of the pool and just expecting that A.) they know how to swim or B.) if they don’t they want to learn.
It appears to me that a large portion of the GW2 player base (myself included) aren’t really interested in L2P. We like challenges and being tested, but we don’t like being shoved face first into a brick wall repeatedly with the intent that at one point we’ll “learn” the right angle to tilt our head so that we don’t break something. This is made even worse when you’ve got a huge mixed group with different expectations and levels of communication surrounding the face bashing.
I suppose what it boils down to with me is a question of why the content needs to be an elite level challenge in the first place. Would it really be all that bad if an average group of players could win? Would it really be that bad if a very small group of elite players could beat the content all on their own? Would it not make for a better learning experience if you started at grade 1 instead of throwing all players regardless of interest and intent straight into university?
Think of the experience with Super Adventure Box for a moment. Players are introduced to things with Zone 1-1 in normal mode, they aren’t thrown into 2-3 on Tribulation with 1 life and just expected to learn.
but the thing is, you werent just thrown in the deep end here, most of the game has taught us what we need to beat these bosses. The tower defense aspect is pretty similar to what we ve been doing everywhere else in the game, and the wardens really come down to a champion fight. I guess the biggest difference is its a champion fight with a small group, and its an unfamiliar champion.
firstly, which event are you talking about here? worm, or marrionette.
Marionette. The wurm is so ridiculous and buggy I have no interest in even trying it until it is fixed and adjusted.
secondly, what you want is to win. Making the content so that your going to win, essentially means making it easy.
That’s not what I want. I said that ideally it should be challenging but doable a decent percentage of the time.
I am currently at under 10%. Which means over 90% failure. Others have done a bit better but overall, it just sucks to fail all the time. It’s not what I play a game for.
You think, all content should be made to be beaten by 90% of players, 70% of the time they attempt it even with little forknowledge coordination
Again, stop putting words in people’s mouths. It’s unconstructive and ticks them off.
Though I do think casual players paid the same money for the game that you do and should also be able to benefit from living world content. The wurm is supposed to be for the “hard core”, so why should this be a fail most of the time for everyone else?
I think a good goal to shoot for is 50%, and this event isn’t there.
And now that it’s the weekend, things are actually getting worse on my server, because people who only play weekends are on and so the whole learning curve has to be traversed again.
I was just in a hardcapped main event and we got 1/5 chains done.. so now I have to idle in LP for another 2 hours to have another chance. That’s bad design.
my numbers are wrong for you, but what im saying is you think the event should be winnable 50% of the time by random people who arent familiar correct?
this means it would have to be fairly easy. Even grenth used to fail like 80% of the time it was attempted, and i think we can agree its not even really that hard.
Now, perhaps there is something wrong with marrionette, but from what i have seen, it primarily fails due to people not being able to beat the bosses. I just did one event where the 3rd warden wasnt able to be beat by all 5 paths. You dont lose the event because 1 time 1 path had one guy. You dont lose because the people on one path failed. Really people got to own up to it, the bosses are actually the ones causing failure. When people learn, and can beat the bosses more often, people will beat this event often. Perhaps they need to distribute players better here, or let players distribute themselves some how. 2 skilled players can beat most these bosses, but perhaps out of 5 platforms, there usually ends up being 1 group who just isnt good enough/not built to take on the warden
As far as the waiting to re attempt, your not really supposed to be waiting around, the idea is to show up like 5-10 minutes before the event spawns. This is probably what anet most needs to work on. It also seems to have the most problems.
If you dont like doing this, then dont do it?
The purpose of these forums is to provide feedback to the developers. That’s what people are doing.. explaining WHY they aren’t enjoying the content that supposedly was created for them to enjoy.
explaining why is fine, but there is no way that all content will appeal to all people.
Im not diminishing peoples feedback here,
Saying why I dont like something specific is fine, but some people are saying that there should not exist any content which doesnt fit their specific needs.
Theres a difference between, i dont like dogs with purple hair, because…., and all dogs with purple hair should be outlawed from my country.
now maybe im wrong, but i think anet should build lots of interesting content for many different types of players. This way people can pick and choose what they enjoy doing. I dont think telling anet not to develop anything that is not tailor made for their specific preferences is a good idea.
I can see if the content was like required, or highly necessary, but this is just one event of 2000, with rewards that are probably average at best.
I mean i dont like snow zones much, does that mean anet should never put any content in a snow zone?
Im a civil engineer and I Work 60-70 hours a week in the field. I love this game and really enjoy the time I get to play it. Ive got 4 level 80s, two with map completion, all in at least exotics or better. I unload real money on the gem store regularly.
Im getting discouraged by content like tequila and the worm/marionette because I have not completed any of these, not even once. I realize that if I log at the exact right time after guesting to the correct server and sitting in the zone for an hour+ to get a spot then maybe I have a chance to complete these but that’s not realistic for me.
I have a wife and a 3 year old, they need my time too.
At least I have Spvp solo Q, hot join. If it wasn’t for the fact that I don’t have to gear grind to be on equal footing Id have never bought this game. On a side not that’s why I don’t do WVWVW, because of the ascended gear power creep they implemented.
Back before I got a real life I loved to spvp in WAR and later SWTOR and Rift for a time. So I consider myself a kitten fine player.
Please make content for people like me. We are the ones who actually bring money into your pocket with our real jobs and gem store purchases.
cut out the garbage with the power creep gear grind nonsense, make some more content that I as a great player can do on my own schedule without needing to depend on having no life and the stars aligning.
these events dont take a lot of time, it basically comes down to most of the people knowing the encounter, and coordinating well. If you dont like doing this, then dont do it? Its one event out 1000s in the game, the rewards are not insanely better than anything else.
snip
firstly, which event are you talking about here? worm, or marrionette.
secondly, what you want is to win. Making the content so that your going to win, essentially means making it easy. Keep in mind its still new, and not everyone has mastered/understands it
I will agree that if people are getting left to two man platforms often, that is a problem.
But the point im really getting at, is i think there is a fundamental difference in ideaology here.
You think, all content should be made to be beaten by 90% of players, 70% of the time they attempt it even with little forknowledge coordination
I think anet wanted to make some content that 90% of players CAN beat, 70% of the time, if they attempt it with a lot of forknowledge and coordination.`
It’s tough for me. I love this game. I’ve logged 1350 hours and just made my legendary Monday night (Moot!!!!) after a grind-free farm-free process. (I hate grinding. I hate farming. Getting a legendary, then, was quite the process!)
I want to do these events. I want to coordinate and organize and gather people and beat them. I love that concept!
But guess what? Yelling at people on mapchat and hoping they listen to you is not a fun or compelling game mode. No matter how many commanders or how much explaining we do, there will still be people who ignore it. As far as I can tell, this event is pretty unforgiving, especially when dealing with the portal/champ fights.
There were some issues with the Tequatl fight and I hoped that would prompt some re-evaluation, but this fight seems to have all the same issues.
(That said, the execution of this flawed idea was tremendous. The fight is really cool, the design is great, the music is great, etc. So props for that.)
Go to a site that has recipes for legendarys and look for what it takes to create moot. Now, since you are an engineer and can do the math. I’d like you to address the odds of any given players playstyle, use yours, without farming or grinding, result in all the ingredients to produce moot in 1350hrs of play? That’s what would be necessary to create a legendary without grinding or farming. I don’t have to do the math. It’s up there with getting struck by lightning 3 times in one day.
What actually happened is you studied the recipe and played in such a way that you would acquire the necessary ingredients. There is no way on earth that you can craft a legendary without the purposive activity that is called grinding or farming. The idea that you can is not unique to you, but it is wholly false. The legedary grind is a legendary grind. It should be. And, if you crafted a legendary, you did the grind.
actually its possible, if you get the precursor as a random drop
heres what you need
250 of every teir 6 mat, this will come over time, and you can convert teir 5 mats to teir 6
globs of ectoplasm comes over time by getting rares, many activities give rares
obsidian shards comes from karma and fractals, can get if you play over time
gift of mastery, basically beating the game, at this point achievements alone can make it so you dont have to wvw
i mean you can try to play in ways to acheive these more efficiently, but if you play regularly, and dont spend a ton of money, or sell items you need, you will basically have the vast majority of things you need for a legendary/money to buy what ever you are missing in that time frame, except for the precursor, which you must either farm for or gamble for.