Showing Posts For tigirius.9014:

[Suggestion] Mounts?

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Posted by: tigirius.9014

tigirius.9014

I’m not as hardcore about wanting mounts as I used to be however I would like some things to happen to improve gameplay.

Scaling of open world champions/bosses to include people who haven’t tagged them yet within a certain range of course, this would improve the life of these bosses (other titles had to do this before they added a larger number of events with more bosses so that these bosses could survive long enough for others to arrive AND those other games actually HAVE mounts so you can imagine.) They can limit this to only certain champions/bosses in game so that there wouldn’t be an exploit to cause players to grief I think it would be necessary tho say for champs like the bandit to keep griefers from killing it immediately before anyone else had a chance to arrive.

Also, I’d like to see that all classes have an innate 25% run speed boost permanent to the account somehow whether they incorporate it into a reward system for reaching level 80 or not they gotta do something. If you choose burst damage builds you actually have to continue using useless seals to reach an area and switch out to something more useful when you arrive or completely replace your rune set with something that won’t really benefit you in stats. There are very few options even after they changed two runesets it’s still pretty limiting.

Oh and changing the main map so that it displays when major events are occuring, like when temples are being fought, or major champions are up, the main map if you are on that map at the time should always tell players what’s happening where. It’s been essential in every other game title out there with events and this has been one of the major things missing on this game.

These changes should improve what people who want mounts typically would use them for, major events arrivals, time to arrival vs boss death problems, general speed issues when traveling from waypoints to locations with events.

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(edited by tigirius.9014)

Feedback/Questions: MegaServer

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Posted by: tigirius.9014

tigirius.9014

The megaserver systems requires the following things:

  • The ability for guilds to create private instances or guild world events, and determining who can and cannot enter them. These instances won’t be map-wide. Like personal stories and the starting instance, they’ll have a “border” and teleport back in or kick out those who move outside the boundaries.
  • Numbering to identify each particular instance of a map created by the system, so people can try and enter the same map without getting in the same party.
  • Queues like in WvW maps, so people can queue to enter the same map if it’s full.
  • A list of all existing instances of any map available to any player from anywhere. For example, whenever they click a waypoint in that map from anywhere in the world, a third button in the waypoint confirmation message opens a panel with this list.
  • This list must include:
    • Number of friends on each instance.
    • Number of guildies on each instance.
    • Queue size.
    • If you are waiting in a queue, your position in that queue.
    • If the instance is a private world event instance, a symbol to indicate it, like a lock.

That way people will have an easier time getting together, and be able to set instances private to attempt things without random strangers if so they want.

applause

Absolutely. This is exactly what I was expecting. Being someone who’s played on single shard games for years I clicked on the map and LFG and social tabs trying to find this when trying to join guildies when they say they are on certain maps for certain events, I’ve yet to actually get to any events where there are ten or more guildies on that map.

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Game Updates: Traits

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Posted by: tigirius.9014

tigirius.9014

Profession: Ranger

Skirmishing
Current

Strider’s Defense: You have a 15% chance to block ranged attacks while engaged in melee combat.

Concern:

Im just wondering how does the Team see this trait being used? I understand that as a Ranger you have the most defensive set in game with 3 dodges from sword and dagger alone reason why Strider’s only blocks projectile. But as another RNG, as low as 15% I can speak for most Rangers that this trait is not worth investing for a GM and it only block projectiles, statistics might be on me in this as well as to how many people actually used this in game. I really love Skirmishing because it involves your pet with it and weapon switching, now with that in mind…

Proposal:

1. Strider’s Defense – Switching weapons in battle gives you and your pet aegis for 3s (cooldown: 10s)

2. Strider’s Defense – Switching weapons in battle gives you and your pet retaliation for 3s (cooldown: 10s)

3. Strider’s Defense – Block incoming projectiles for 3s. Interval: 10s

4. Strider’s Defense – Switching weapons in battle gives you and your pet reflect for 3s (cooldown: 10s)

5. Strider’s Defense – Switching weapons in battle blocks next attack for you and your pet. You gain regeneration for 3s (cooldown: 10s)

6. Strider’s Defense – Deflect incoming attack for 3s. to damage nearby foes. Interval: 10s

please consider looking into this trait, other than that, I love all of them. Yes even Read the Wind it is actually surprising. Thanks.

I have similar concerns with the AOE size of the mines in general. Since they added the trait for Engineers called Bunker Down, the mine explosion radius bug is more pronounced. There are enemies dancing all over these things not dying and these tiny mines do very little damage when they go off. The tooltip says they are indeed increased with the explosives line of enhancements for explosive abilities but I’m just not seeing it. You have to basically run enemies over them multiple times before they all go off. It’s very obvious underwater. Now not only can underwater mobs completely ignore minefield but they can also ignore these mines entirely as well when they come within melee range. Thanks alot.

I hope they make the mines larger (because the size of the Runes spells for staff wielders and traps on rangers are WAY larger than any explosive engineers have and this to me is a very big problem even without this trait.)

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[Suggestions] Gemstore Items

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Posted by: tigirius.9014

tigirius.9014

More armors, more weapons i cant imagine what else……..

More back items/skins.

There’s so much more that is “needed” but all we get is a little kitten and some weird ridiculous helmet with horns?

Really?

Agree with you there, there seems to be a real shortage of skins especially backpacks in this title. I’d love to see lots lots more job backpacks added to the game store or not like the ones LOTRO/FF for the various Jobs of the NPCs cartographer, hunter, miner. To me this would add such a great look, but I think they’ll have to add to the wardrobe/transmog function to do this properly and allow people to change the dyes on their packs.

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[Suggestions] Gemstore Items

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Posted by: tigirius.9014

tigirius.9014

Just wondering…

With all the musical toys and aetherized items you can get in gw2, Why has Nobody made an Aetherized Lute?

It would be like a medevial electric guitar!
You can not tell me nobody would buy that!

Well since they haven’t added the code for the LOTRO style musical playback and syncronization system I’d say they’ll probably add many more instruments when this system is released (at least I haven’t noticed if it’s been released, I don’t believe it has been).

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TP killing real mmo fun

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Posted by: tigirius.9014

tigirius.9014

/face palm
So your basically complaining that your bored of the game and other players are playing the game different then how YOU think it should be and that is not acceptable so obviously the game has to be changed to accommodate your own personal preference.

Are you talking to me?

I’m just agreeing with Smooth Penguin people quit after they get their carrot. Apparently this game is mostly carrot, and yes people quit after they get their carrot. All I said is all the cof farmer chasing legendary I used to play with quit the game. That’s all I said.

To me most people still playing the game are either casual players or achiever type player, that’s all I’m thinking. I think you overthink what I said.

And I probably said a million times, sure every game have manipulation, it’s really how much of it and weather people care. It’s like the other guy saying how he flipped in Rift and become a billionaire and the manipulation is much worse there. But no one in Rift even cares. You can just go ask and no one cares.

I’m just pointing out the facts. The number of players that have returned to D3 has increased dramatically since they’ve removed RMTAH. If they did something similar to GW2 and removed the restrictions on traits it might improve this title’s population immediately.

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TP killing real mmo fun

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Posted by: tigirius.9014

tigirius.9014

Four things need to occur here. 1: DR and loot restrictions must go. 2: double RNG must be a thing of the past, no more buying crafting bags only to get the same things drop or having a second drop rate for bags from mobs than the drop rate of the items from the bags. 3: Precursors and ALL runes/sigils must become crafted items. 4: And finally, the rewards for completing maps/puzzles/finding hidden chests/completing major events should all be increased, that way players actually FEEL rewarded. Please no more of this “I completed a major map, got 5 silver!” nonsense.

And we’re right back at “Entitlement”. All the things you suggest are meant to only benefit your instant gratification. By implementing 3 of 4 of these, you actually destroy the game faster.

-What happens when you run out of carrots to gather? You quit playing.
-What happens when you take away the gates, and allow farmers to run rampant with loot drops? You create inflation.
-What happens when you increase loot drops from events that are farmed daily by thousands of players? You create more inflation.

Be prepared for Precursor crafting though. Once that comes out, you’ll get a feel for what a real grind is. I’ve already been speculating as to what components this will require, and have been farming them up in hopes to be one of the first to craft and sell them.

loot drops dont’ really create inflation. Gold drop does.

ya it’s quite sad I think most people still playing the game are achiever. Me myself too. Doing repetitive task everyday for the carrot. If there is no carrot in the end, I dont’ think I’m playing.

Just about all my cof farmers friend list are gone, I suppose most of them quit after they get their legendary. One of them went pvp, another just logon to chat.

Entitlement is the cry of the rich when the poor want to actually be rewarded for their time. It’s a real life attack on the poor, you might want to get your philosophy checked there as it’s been proven time and time again to be a sign of general inhumane tendencies towards others and a lack of compassion on the part of those who make those claims.

The carrot on a stick is very much a sense of gratification however that argument in no way invalidates or makes my argument wrong Penguin. It’s simply a matter of fact that most players play for the carrot, whole studies have been done on the subject over a number of years to find out the appeal mmo’s have on mmo players and this was the conclusion multiple times. Just because you can’t accept it doesn’t make it any less real.

That being said, there are some steps to make these things not affect the market as drastically as you and others boasting false alarms would have us believe. Certain items could become available from Karma and Laurels and not be sold on the market at all like Runes/Sigils for example (since they are one of the single highest inflatable items on the market today and are essential to game play)How high would you like these items to get before it becomes ridiculous Penguin? How high is too much? Is 500 gold a skin too much? 1000?

By carefully implementing 3-4 of these the only thing that will be destroyed are the complete hold that the whales have on this economy from unfair advantages such as getting multiple early precursors, and manipulating the market even further to cause prices to continually rise endlessly.

The other part of this equation is the loot drop differential from dungeons and the open world. It’s no secret that one cannot go and farm items personally without a huge difference in drops between dungeons and the open world. You have to ask, what happened to the open world being the key focus of the game and I’m not just talking about content here, I’m talking about rewards again. Why are there such huge differences between the rewards one gets from the open world champions, which are very much the same as the bosses in dungeons, same resistances same system, heck Lyssa is every bit as dangerous and disabling as any dungeon fight currently in the game, yet when you loot her chest what do you get? Are there extra chests like what happens in dungeons? Are there multiple mini bosses to contend with while fighting Lyssa? Yes, are their boxes just as lucrative as those found in dungeons?

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Game Updates: Traits

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Posted by: tigirius.9014

tigirius.9014

Yeah, I have to say that the lowbies I’ve been trying to level right now are going to pretty much have whatever traits unlock from me playing until level 80, and then after that, their build will be whatever it happens to be. Either that or they will be deleted before they even get there. This unlock system is too ridiculous and is forcing me to play a way i don[‘t want or pay monies I don’t have just so I can experiment with builds.

i guess its back to my level 80s and more of the standard grind and play in WvW until that too gets stale. Good job guys. Good job.

Yep I agree. I stopped playing my alts immediately after this patch. I had a level 34 Guardian and a new Mesmer I was going to max out but it’s just not worth it really.

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How long did it take you ?

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Posted by: tigirius.9014

tigirius.9014

most people will tell you that there wasn’t a flipping point save for actually suddenly being one of the few people who found Atlantis and got a precursor, or who were there at the Island Karka event and ended up with multiple precursors or are whales in real life and generally exchange every month for gold.

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Issue: Runes/Sigils and Non-Salvageable Gear

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Posted by: tigirius.9014

tigirius.9014

Absolutely true. I’m hoping they’ll come to their senses about how the TP is affecting gameplay and realize they should make things like Sigils and Runes 100% craftable across the board so the prices will drop and make the mats readily available. It’s crazy expensive to try to gear out a character. I feel bad for new players.

That being said, there’s absolutely no way of getting those out of armor without buying those special tools from the store and the exchange for gems isn’t always friendly.

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TP killing real mmo fun

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Posted by: tigirius.9014

tigirius.9014

Completely agree. I too have brought up on multiple occasions just how alike the economies for GW2 and D3 actually are in terms of requiring players use real money to get the items they needed. For example, the process of sigils and runes in GW2 are closely related to some of the much harder to find complete set pieces in D3 and these things ARE essential to game play. Since coming back it has been a bit easier to make gold I’ve found things that people haven’t paid attention to that I just happened to know how to make or gather without a hitch and turn in large quantities to the TP however, this has become my daily routine now. Do the daily, try to finish as much as possible in the monthly and farm. And keep in mind two things, I am a legit farmer have been the whole time I’ve played went to get skins in every game I played, special mounts, farmed materials for hours it’s what I like to do and the second thing is this, I’m not trying to make precursors, I’ve just tried to adjust to the ever changing nature of my class (Engineer) and buy some of the skins I couldn’t get from previous temporary content patches. (some of these are off the scale on pricing however and that’s really sad.)

The problem isn’t just the loot. It’s far bigger than that. You see, they allowed players to amass so much gold from players like whales to players who were lucky enough to not be punished for the mishap of allowing multiple early precursors to drop during the first Island event in which players could switch between toons go to the same spot for the chest and loot the same chest multiple times.

Why was this a problem? The early magic find system had it’s flaws and one as we found was that you actually had to have two things to make it work, guild boost and store boosts. Meanwhile most of the playerbase because of the sheer numbers of players and the lopsided loot bug that took months to find and fix (while denial was message of choice) couldn’t get a single drop to save their lives, and it took it’s toll on the fun of players.

It’s the age old carrot on a stick system. It’s why players play these games sure they expect modern ui’s and easy crafting and exciting combat, but we play them for the feeling of being rewarded. It’s psychology so when you have an economic system that requires that you force the rewards to be all but nonexistant than you lose players over a period of time who initially started out feeling great about a game but became board as the goals become longer and longer and the items more and more expensive and you can add any amount of gold sinks into the system you want, but eventually you have to deal with the fact that it’s the economic system itself that is the central problem. It’s why they use DR (which hasn’t gotten rid of any bot in history of any mmo), it’s why they limit loot (like the removal of unid dyes), it’s why they make it more difficult to play alts pre-level 30 (to try to control bots), and it ends up backfiring.

Let Diablo III be the example for this. It’s a bad economy. Four things need to occur here. 1: DR and loot restrictions must go. 2: double RNG must be a thing of the past, no more buying crafting bags only to get the same things drop or having a second drop rate for bags from mobs than the drop rate of the items from the bags. 3: Precursors and ALL runes/sigils must become crafted items. 4: And finally, the rewards for completing maps/puzzles/finding hidden chests/completing major events should all be increased, that way players actually FEEL rewarded. Please no more of this “I completed a major map, got 5 silver!” nonsense.

Edit: Let me give you an example of fun. The other night I started playing a game that changed their loot system and economy. I made a brand new character. At level 10 I actually got a legendary item to drop from a major enemy kill. How kool is that! That’s the carrot on a stick people. That’s fun! And now because of that I have the desire to log in and see if my luck continues.

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(edited by tigirius.9014)

Hobo Sacks: A Terrible Fashion Statement

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Posted by: tigirius.9014

tigirius.9014

Just looked at my engi today got that tier 1 backpack made from blades (which was the one I wanted.) Then I tried using a shield build not only are the backpacks a problem but now shields get in the way of backpacks as well and I didn’t see anything there to turn shields off in the equipment screens.

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Suggestion: Downed State Revamp

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Posted by: tigirius.9014

tigirius.9014

Uhm yeah the call for the downed state is not for PVP it’s for PVE it’s clear that the engineer’s downed state isn’t even as useful as the Ranger’s much less the Guardian’s and that’s a problem.

Today I had yet another day of almost guaranteed deaths because my crapy downed state skills aren’t affected by explosive traits, or firewarm traits to even bring them close to being useful.

I see NPC’s throw mines all the time, if they allowed us a throw mines skill as a 1 skill then it could be affected by the explosives line, then if they’d open the explosive traits to affect booby trap that might actually make a difference.

When we made a long laundry list of suggestions just after launch one of the things we suggested was this trait line enhanced damage boost to both 1 and 3 or a complete redux of the system to allow engineers the use of turrets or a cloaking device to prevent being aggroed.

I’ve been playing my Ranger lately and even their traits that enhance the downed state work way better than ours. For example, the trait that creates a spring when downed helps with healing and condition removal whereas the equivalent trait for engineers drops bandages that fall too far away for us to even get to.

It’s completely out of hand.

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Why we hear nothing but Silence from ANet?

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Posted by: tigirius.9014

tigirius.9014

after reading this thread i just don’t understand why some of you need Anet devs to respond? when in multiple thread/twitch episodes they have said that they do read the threads…. and when they finally do post something they get attacked/put down???

Patience is a great skills just saying…

Mm. I dunno. I’m willing to give a pass for a really big crunch like the china release, of course, but the standard Arenanet reply for a couple months has been that line, the ’We’re reading your feedback’.

Sure, but what do they think about it? Are changes doable or do some of these things we’re complaining about fit into the ‘vision’?

All I’m saying is that I pine for a more casual back and forth. And how many people really watch the twitch episodes? I had to find out on reddit through a throw-away comment that some dev had actually (reportedly) agreed that some of the trait tasks were ‘harder than intended’.

So all I get is hearsay.

I’m with the other posters here on this one. But even a simple ’We’re really busy right now, but keep posting! We’ll get back to you and get to work on improving some of these issues’ would have been enough for me to settle from ‘anxious confusion’ to ‘haggling over details’ mode.

That’s actually quite a different statement, though, than ’We’re reading’.

Edit: Yes, we did just get that statement. I’m glad!

I’m not advocate for people attacking the Devs but there are quite a number of things that have happened with this team that has been amazing to some of us, like things people should have caught before they were done over the time that we’ve been playing this title. It’s amazing to me that people can just dismiss things like the level 30 cost of getting traits for new characters on old accounts instead of implementing a veteran program per account, or nerfing condition builds early on which has yet to be remedied, or using a transmog style system not as a preliminary measure for wardrobe but for the final product, or making bosses immune to CC in PVE after making classes that are pretty much dependent on CC, or dumping the entire 2 years of suggestions instead of reviewing those suggestions and making the appropriate changes to the game.

It’s coming up on 2 years, how much patience should we have at this point? Some of our classes are still in beta stage.

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The 5 best and worst things about GW2

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Posted by: tigirius.9014

tigirius.9014

Best:

  1. Graphic design, visually pleasing world.
  2. Open world event system. (pre-Teq Changes.)
  3. Realtively quick leveling system. (if you do all of the tasks like gathering/crafting etc)
  4. Multiple Choice quest completions.
  5. Personal Gathering Nodes.

Worst:

  1. RMTAH style economy. (less obvious to most because of the exchange of gems to gold)
  2. No monthly permanent DE/metas.
  3. Terrible rewards system for completion of tasks.
  4. Enchants required for end game builds dependent totally on drops/enormous gold cost.
  5. Unbalanced PVE combat, specifically brought on by the lack of historic knowledge of previous MMO development teams and their struggles with universal combat concepts and the failure to correct major changes to the game that caused certain styles of combat essential to certain classes to become completely useless. (such as the boss’ immunity to CC and the early nerf of condition damage across the board.)
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Why we hear nothing but Silence from ANet?

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Posted by: tigirius.9014

tigirius.9014

Let me just shake my head at one thing on this thread.

The people who claim wrongly that people aren’t posting reasonable complaints aren’t really reading. All one has to do is go look at the suggestions forum, you know the thing that’s not used anymore for updating the game since CDIs have begun, and go down the list of items in every post of things that haven’t been added to the game that are seriously just typical ui quality of life upgrades that one would expect from any modern AAA title, and then come back to this thread and tell us again how our complaints aren’t reasonable.

Yeah…

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What if zerk was really nerfed in PvE?

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Posted by: tigirius.9014

tigirius.9014

They’d do it by increasing the damage of condition builds back up to where they were at launch and they’d give some background bonuses to traitlines that were for healing/support/CC that would improve condition damage at grandmaster.

They’d also have to increase the bonus when these ticks on conditions crit which means they’d have to double or triple the crit damage on condition tick crits. Other titles have already gone through this you see, but history seems to be a problem for game designers of new games today. For some reason there’s a lack of memory concerning what’s already been hashed out in the industry concerning diversity in combat and the different types of combat in mmo development history (which are essentially all the same when you look at the numbers).

Immunity to CC and the lack of per person conditions on some of the conditions (not all) is part of the problem as well with the bosses. They could make certain conditions stack per person without causing a crash.

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Game Updates: Traits

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Posted by: tigirius.9014

tigirius.9014

I’ve also found it sad that the scrolls for leveling alts are only available to players who’ve received the birthday package and they only level the alt to level 20 which was the previous standard.

Why haven’t these things become available from monthlies on level 80’s and why hasnt the scroll been updated to reflect the new level 30 system? Wouldn’t that have helped in this situation?

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About Commanders Tags

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Posted by: tigirius.9014

tigirius.9014

Actually commanders tags are necessary for their event system simply because they didn’t code their map properly.

Most games with an open world event system has some kind of map telegraph system that tells players who look on the map for the zone they are in where these events are happening and what is happening so that players can move over to that area.

The commander tag is the only thing that is actually allowing for better communication on this. Until Anet updates their ui to a modern standard we’re going to need those tags whether people like the OP likes them or not.

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Game Updates: Traits

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Posted by: tigirius.9014

tigirius.9014

I just noticed something else. Like the rocket turret, Bunker Down mines aren’t affected in any way by anything you choose in the Explosives trait line that affects explosions. Damage isn’t increased, explosion range is not increased, etc.

Mobs are literally standing right on top of these things and not dying it’s like Reserve Mines completely useless.

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Turreteer build - Condi Burn and BOONS

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Posted by: tigirius.9014

tigirius.9014

The only setback I see for using anything other than elixirs is the condition removal and cooldowns. Condition removal is all but essential for fighting some bosses even in the open world as well as some mobs, and the cooldowns on turrets are just plain stupid still imo, it’s like they don’t really want us using them. The pickup times are worse than any other device we have and they aren’t all the same pickup times either. I have no idea who thought that was a good idea but something should really be done about it. PVE should not suffer because they want to overcompensate in PVP balance.

Also, the benefits of having explosive heavy builds in no way enhances the rocket turret enough to be worth it. Seriously. The thing is way too slow for the damage it puts out.

These are the reasons why kits are so good, it’s not because of kit refinement they thought was the problem it’s because no one’s actually thought about how terrible they made the turrets in their cooldowns in their weakness and in their lack of useful F skills. They should sit down and revamp some of the things they did with the F skills to make them more useful, and they should definitely make a uniform cooldown system for all turrets to eliminate the slow timing most especially for pickup times.

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22.2 Sec. QUICKNESS,MIGHT(9 stacks=1 click)

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Posted by: tigirius.9014

tigirius.9014

I’m no PVPer but I generally get 8-9 stacks of might without food using the Sigil of Battle Sigil of Strength combination. I don’t generally use the quickness on my engi because even with the quickness some skills have the tendency to miss and some won’t be affected like condition ticks.

is my build. It’s pretty well rounded the reason I use Elixir U isn’t for the quickness it’s for a stun breaker, and for the condi removal. I also make use of the walls from the toolbelt abilities it provides to blind at ranged or reflect. I almost never use the quickness aspect of it really because of the extreme debuffs it places on my engi. (which I think is once again the developers overcompensating) I use a combo of might stacking that’s completely seemless so you don’t even recognize yourself doing it with vuln stacking. It works well for me but I have a bit of a hybrid build. Condi + precision + toughness between the gear I wear and from the accessories precision + power.

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(edited by tigirius.9014)

Suggestion: Downed State Revamp

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Posted by: tigirius.9014

tigirius.9014

Thanks let’s hope we get some more +’s so this thread will become noticed! Spread the word folks!

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Runes of the Pack? Viability?

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Posted by: tigirius.9014

tigirius.9014

I use runes of the traveler because basically I don’t notice that much of a difference. I also use the trait for gaining swiftness while in combat from a crit. Even a dodge explosive can cause it and it’s great for getting out of sticky situations while in combat which does occur sometimes despite our best efforts to get by mobs.

The Rune of Traveler set includes a bonus time to boons, condition duration, and 25% movement speed out of combat which is great because you don’t have to fiddle with kits over and over again to get the speed effect it’s on all the time and since it’s only 8% from the 33% run speed from swiftness you’ll never notice. I’ve actually tried using swiftness while this is on and when swiftness wore off while running I was amazed at how little a difference there was.

I also use sigils of strength and battle to offset the damage loss. Seems to work pretty well.

My gear is P/P, bomb kit, EG. I find that the cooldown for the switching rune is quite low so might stacks pretty frequently from switching kits, and crits aren’t difficult to achieve in any weapon/kit so might stacks frequently combined with the typical use of vuln and you’ve got a good system of improving damage overall.

My build is a hybrid however which some min/maxers might not find so awesome I find I have no issues. precision toughness condi gear with precision power toughness accessories and a 4/6/0/4/0 setup life is pretty good I have condi removal, burns on crit, bigger bombs, 2% dmg per condition on enemy, vuln and swiftness on crit, and protection injection.

here’s the build hope this helps keep in mind I rarely do dungeons and focus mainly on open world, however when I am in dungeons I almost never have any issues with this build. Oh and the website doesn’t reflect the actual crit chance since I can’t add the scores I get from the gear I’m wearing to the linked calculation.

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(edited by tigirius.9014)

bots stealing megaserver spots

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Posted by: tigirius.9014

tigirius.9014

perhaps when they open in China and this problem magnifies they’ll finally realize that operations like DR and the lack of a solid authenticator has done absolutely nothing to keep these bots at bay. Perhaps those two things will change in the future.

as a farmer I agree with the other rangers here, if someone thinks that you’re a bot because you’re going from node to node gathering they have no clue what they are talking about, however teleporters are another thing entirely. Teleporters are something you should be watching for, it’s where they port from node to node without running there.

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Female characters look way better

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Posted by: tigirius.9014

tigirius.9014

The thing that gets me about the males is they all look like they have saggy moob syndrome or something. None of them are cut, and none of their chest muscles or arms are really that defined. I have to agree with the OP about that.

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Wardrobe: Not As Innovative As You Think

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Posted by: tigirius.9014

tigirius.9014

The way Wardrobe isn’t really a wardrobe imo is the fact that you don’t have access to multiple switchable sets. I’ve played LOTRO for years and they have such a system. You pay to change the appearance of each item 1 time and then you don’t have to anymore. It goes into a wardrobe slot (outfit slot) where you can switch to that full set look at any time. You have a limited number of outfits in your wardrobe and you can add more by buying more slots.

That’s actually what I was expecting when I heard the term Wardrobe. What we’ve ended up with however is more along the lines of WoW’s Transmogrification.

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Problems of engineer's invisibility

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Posted by: tigirius.9014

tigirius.9014

It’s actually not working in PVE either. I’ve tried multiple blast finishers before the April 15th patch and they’d rightly stack so I could sneak past a particularly nasty set of mobs in Orr but now only 1 finisher actually triggers the stealth and the rest are just duds.

I’ve tried multiple combos of different finishers to the same result. This is looking less and less like a bug and more like a deliberate attempt to making us less viable.

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Do People dislike static discharge?

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Posted by: tigirius.9014

tigirius.9014

There’s only one thing I used that build for and that was events in Orr. It’s great to tag all those mobs.

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Suggestion: Downed State Revamp

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Posted by: tigirius.9014

tigirius.9014

Does everyone agree that our downed state should be the next major update for Engineers?

I think everyone here will agree at this point that not only is the downed state for engis a bit behind the rest but that it’s pretty much a guaranteed “kill us now” feature for every mob in the game. (save for pre-level 5 mobs) It’s been how many years now and we’ve been very patient waiting for our downed state skills to be improved so that they are useful.

At the very least they could give our Booby Trap a big upgrade so that it does as much damage as the Phantasmal Rogue. And change Throw Junk to Throw Explosives. I would even ask if we could have both of these skills be affected by the Explosives trait line so that damage would be high enough to allow us to Rally more often.

Please + and reply if you agree.

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Engineers are hilariously OP

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Posted by: tigirius.9014

tigirius.9014

I’m sorry is he even playing the same game here? LOL because that is the most hilarious post I’ve ever read.

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Game Updates: Traits

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Posted by: tigirius.9014

tigirius.9014

Bunker Down is terrible, the mines are tinier than the dodge bombs they have no radius to speak of they are placed exactly below your character so even if something runs up it has the potential to miss if you’re a Charr or Norn for example, and the explosion isn’t affected by any of your Explosives Trait line traits. It’s also in the way of the Modified Ammunition trait, one of the most essential traits for condition builds in the game.

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Game Updates: Traits

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tigirius.9014

I think that people are feeling the cost of the traits more so now because the game is a bit older, it’s no longer launch, so most people are playing alts now. I think this is a result of the economist deciding we need yet another gold sink (which we don’t we need to reduce gold sinks across the game not make them worse) and I think they need to remove this horrible idea.

There’s also the trouble of having XIII traits in the way of other XI XII traits that worked perfectly fine. As an engineer I can attest to the need for the entire trait system to be redone on this class because we have XI and XII’s like 50% faster endurance regen and burns you apply last longer which are ridiculously placed but add to that some new XIII’s that are and are not possible replacements and we’ve got build issues not more diversity.

I’m also quite disturbed that on top of the trait problems we now face with builds and costs, that no one on the team spent the time going over what’s been broken about many of the classes since launch, such as the horrible choices Engineers face in the downed state, so terrible are these skills that it’s pretty much an automatic death anytime an engineer is downed.

Edit: Another thing about the cost that just came to mind. If they had thought about it clearly, they would have known that the way people pay for things in any title is by farming drops. The cost of the traits could have easily been offset by the removal of such harmful systems of loot control such as DR (which really hasn’t done a single thing to prevent bots as we’ve all seen).

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(edited by tigirius.9014)

Why cant we trade

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Posted by: tigirius.9014

tigirius.9014

I actually like the mail system better, at first when the game launched I was against it but I find it much easier to get items from other players or send some off that having to go find someone first get within range of them and wait for popdown menus.

It really is easier. I come from other mmo’s much older and I hate having to go and find people now to give them something or have to go back to a major city just to send something to the guild master.

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Increased Stolen Accounts

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Posted by: tigirius.9014

tigirius.9014

Anet mentioned they are banning 1000s of gold sellers every day and those gold sellers have to hack new accounts to sell thrit gold. As far as i know, compromised accounts can be reset once.

So much for DR preventing Bots huh?

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Game Updates: Guild World Events, Megaservers, WvW

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Posted by: tigirius.9014

tigirius.9014

I didn’t notice this until now because I was focused on leveling my ranger those last few levels before reaching 80, but while going around and collecting the pieces of temple armor I noticed that the general map for Orr still shows all of the teleportation locations as being contested even tho that’s not true since Megaserver has begun.

See if you try to teleport from outside a map into a map they show as contested but once you’re ported into the map they show as all freed up because people are actually there doing them.

Someone might need to look into opening these teleporters or the map updating to reflect the actual megaserver channel one would be teleported into if one clicks on the teleport from another map to travel there.

To my knowledge this is only happening in Orr. Let me give you an example so it might paint a picture a bit better than I’ve explained it.

I’m in DR and I want to go to the temple of Lyssa. I click on my map expand it but everything in Orr says contested so I teleport to the closest one I can. Then when I reach the map that the Temple of Lyssa is on I click on the map and all of the temples are freed even tho it didn’t say they were freed while I was in DR.

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(edited by tigirius.9014)

Why we hear nothing but Silence from ANet?

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Posted by: tigirius.9014

tigirius.9014

They generally do post more often in other mediums like twitter and reddit however with the beginning of the CDIs I think we’ll hear more from them more often if not solely in those posts.

Once this patch is done and relatively bug free I’m sure they will open up more CDIs if not one than more than one on multiple aspects of the game and how to improve them.

I do agree with some here however that they should never have put the suggestions folder on the backburner because much of what we’re saying now has already been said for two years now.

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What should I buy on the Gem Store?

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Posted by: tigirius.9014

tigirius.9014

The unlimited salvage tool.

You can thank me later.

OMG that and the gathering tools for me were the best purchases I ever made. Tho they could be updated to be bind on account rather than bind on character.

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Seems Everyone doesnt like thier class

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Posted by: tigirius.9014

tigirius.9014

Oh no I love engineer, it’s one of the most diverse classes I’ve ever played anywhere but there are some serious problems.

  1. Inconsistant cooldowns for pickingup and turningoff turrets.
  2. Turret weakness. (all pet weakness really)
  3. niche builds which force you to use only certain maxed out lines to achieve items that give you boons even after this patch.
  4. Traits that are terrible, like the tiny mines that hardly do any damage (that I originally was in love with the concept for until I saw how terrible they were) that totally take up the slot we absolutely have to have for Modified Ammo in the same line.
  5. Horrible horrible downed state skills that have yet after 2 years to be updated!

Those are just a few examples of things that make us wonder if people are actually thinking about what they are doing over there or if someone is just saying “oh we’ll just throw this in there any old way they’ll love it”.

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Gold Sellers

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Posted by: tigirius.9014

tigirius.9014

well these sellers know that this patch brought back some people and they want to capitalize on this.

BUT, let’s be real about this for a moment.

Can we please finally at long last remove DR, because it’s obvious with these gold sellers here that DR never worked that these guys just farmed and sold anyway and that the only people DR is hurting is your playerbase!

Thanks.

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The lack of..

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Posted by: tigirius.9014

tigirius.9014

There is no excuse for poor quality control. It is true that Anet has not addressed some of the bugs in this title however, it could be worse, we could be dealing with the Cryptic bug team working on Neverwinter. trust me it’s terrible over there. All in all however, that doesn’t mean they should stop fixing bugs I just think the OP has a point in that whoever is working on the bugs might have the same ADHD priority problem that they have had for quite some time now (until this patch mind you) where they don’t place some bugs ahead of others and just randomly fix things that have nothing to do with anything. Such as all event bugs should take priority over clipping, I agree we are still waiting on two major things in this title…permanent playable content (most notably in the open world), and bug fixes I personally would like fixes in the balance department because there are just some really useless skills out there that need addressing and sprucing up.

However, I don’t agree that they haven’t been communicative or that they haven’t achknowledged that their old methods weren’t working because I’ve seen the interview videos both before and during this patch and I know what they said, most noteably what Colin has said about what they have planned and why they went in this direction, and as long as they stay on the path of these CDIs and offer major updates to content and features over the next year for all three player types, they will be good in my book.

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Why magic find doesn't work?

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Posted by: tigirius.9014

tigirius.9014

This is honestly just how RNG works: sometimes you get a lucky streak, sometimes you get a really unlucky one. Magic find, as Hannelore said, is only going to help a little bit when it comes to really rare things like precursors, because 300% is only going to take you from 0.0001% to 0.0004%. That sort of difference isn’t going to make a noticeable change in your ultra-rare drops at all.

Ok I Did It’s friend was just super lucky to get two precursors within such a short time. Was it a one in a billion chance that would happen? Of course it was. But that doesn’t mean it could never happen! Look at it this way: thousands if not millions of drops are getting generated every day. If a precursor has a one in a billion chance of dropping, then you’d expect one to drop somewhere in the world once every couple of days. So one random player is guaranteed to get a precursor drop every few days — there’s just no guarantee who.

If you still believe MF is bugged at higher levels, run an experiment: one person with 300% MF and one person with 130% MF go out and kill the same set of mobs a few thousand (yes, a few thousand, MINIMUM) times, and both write down everything that drops. If the numbers don’t look right, send your findings to ANet in a bug report.

Noticeable streaks are a sign of bad RNG.

There’s evidence that to save on processing power ANet uses precomputed “random-like” tables or a simple feedback algorithm and not a good RNG.

That’s what I’m seeing as well. That the same people in the same guilds doing the same weekly, daily events are getting the same result. If we were to believe that everyone had a standard chance at these items then we wouldn’t see trends like this, there would be more variation between the same groups on what and how often they’d receive a drop. But what we’re seeing is the same set of people getting the highest drops doing the same things, that to me means something is still wrong here and something must be done.

Most of the problem however stems from they type of rewards we are seeing from doing typical events in game not related to killing. It’s been said and I agree that if they improved the items we received from say completing a map, that this problem with the lopsided loot system would no longer be that much of an issue.

It’s the same for crafting, if they would just make it a bit easier to get certain crafting materials than we wouldn’t have the problems that allowing only a certain percentage of the population to control the prices on said items to even do something as simple as leveling from 400 to 500 in crafting. DR is a terrible system it always has been.

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Get rid of levels once & for all!

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Posted by: tigirius.9014

tigirius.9014

While I agree with this in the overall early design of a game I don’t think they’ll be able to do this without significant difficulties because there are other items that are gathered through the leveling process even at level 80 like transmute stones, karma, and coins.

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Why magic find doesn't work?

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Posted by: tigirius.9014

tigirius.9014

Many experienced players streamline the content they play for making gold by doing content that magic find doesn’t affect.

I do this already now by looking in the TP for items I know will sell well before starting my farming that day and then gathering from areas I know will sell well enough to make a good profit however, there is still the issue of too much RNG on bags for example that causes a problem for crafters for which there is no work around with the ever depleting methods of grinding out gold for expensive items to craft with such as lodestones, and things like cloth/leather. What’s bad is it’s doubly random for these crafting bags so it’s even worse even if one buys them with laurels there’s a chance it won’t drop anything you can use much less sell in order to afford another item you can use.

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Why don't we have more GW1 skins?

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Posted by: tigirius.9014

tigirius.9014

I would love more skins. I think they need to release the PVP skins to PVE vendors, I think they need to port more skins from the older title including from the areas they haven’t opened up in this title yet, and I think they need to improve upon the already good wardrobe system by allowing us the ability to switch between armor looks.

That would be awesome if they adopted those few things. I don’t recall there being a CDI on wardrobes however I would love to have them open a CDI on that topic so we can be more direct about what we’re trying to convey to them about this system.

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Everything's too easy now

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Posted by: tigirius.9014

tigirius.9014

^ whaaaat??? I just hit lvl 17. Im one and two shotting mobs in all the 1-15 zones left and right. Hint- Buy gear that says mighty, well youre 50 so Strong Gear. Toss in runes that buff your power or pebbles. Buy Carnelian trinkets.

Melt things

~Blood for the Blood God. Skulls for the Skull Throne.

Did you not read my post, or did you have trouble understanding it?

I have the gold and the knowledge of how to make my toon stronger.

My point was low lvl people not being able to get EXP because high level players were killing things in 2 hits. It doesn’t matter how strong you are, if you don’t hit the mob, you’re not getting any experience.

I use lower level armour/equipment when i’m in lower zones (if i’m killing things in one or two hits and there’s people around me) so that the people around me trying to kill the same things as me, will get EXP too.

I’ve seen high level people in a few 1-15 area’s using AOE’s and wiping out 4 or 5 enemies before anyone else has a chance to hit them. To me this is an inconsiderate way to play when there are people of lower levels fighting the same mob trying to get EXP too.

You do realize that they may not be wanting to ruin your fun, right? People don’t play this game just to troll each other out-not 100% of them.

They are “too powerful” is perhaps a valid argument. They necessarily being inconsiderate-especially you not knowing their character-isn’t.

Ultimately, most experience in this game comes from completing events, and discovering spots on the map. Actually killing enemies is not the best way to level (regardless XP boosters, IMHO) though a complain about not getting drops because of things dying too fast to a level 80 character’s attacks is more valid.

That’s actually my experience with my Ranger since returning. I went from 60 to 70 by map completion mostly. I didn’t bother too often with the events unless they were in the way of some discovery I was trying to reach.

It’s also true that there are trolls in the community who don’t really want change they just want to make it less fun for the communities they don’t like so they try everything they can to convince the developers that the game should be only 1 way.

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Why magic find doesn't work?

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Posted by: tigirius.9014

tigirius.9014

You have to understand that, despite what devs are saying, the RNG loot system is buggued in GW2 : there are lucky accounts and unlucky accounts. Magic Find is just added to this base fact, lucky accounts will be even more lucky, unlucky accounts won’t see any differences.

Wow, people are still trying to spread this old rumor? That’s some perseverance. Must use quality tin foil for the hats, for it not to be erroded yet.

I think with the use of DR still in the game to this day, and with the use of DPS based rewards that it’s not simply a rumor but an experience by many in the community. “The more they overthink the plumbing, the easier it is to stop up the drain.”

I think they’ve put entirely too much into the equation in an attempt (like all game developers do) to control the economy in the TP and they’ve put way too many negative variables into it causing this to be a common experience. Just because you don’t experience it doesn’t mean it doesn’t happen. I happen to know that there are accounts out there that still to this day haven’t received a single rare outside of the 1 permitted daily that happens with certain bosses yet they participate weekly in the same events as everyone else does in their groups and guilds. That says something right there about their system.

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Everything's too easy now

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Posted by: tigirius.9014

tigirius.9014

Once upon a time there was a beta where people got wiped because of hard it was, so those adventurers came to a forum called GW2-forum and complained…and complained until a lovely company called Anet nerfed the whole game and made it casual.

They nerfed solely Open World because open world was considered the PVE casuals playground. Dungeons remained the same until they nerfed Condition builds, CC, and healing, then everyone turned to Zerker builds and they even discriminated against certain classes going into these dungeons. Then Anet nerfed Zerker but didn’t fix Condi, CC, Healing only added new traits and people are doing this all over again.

There are certain parts of the game that were originally for certain communities. They were Open World PVE for casuals/RPers, WvW for open area PVPers, Dungeons/fractals for the hardcore.

When they started making changes to things like Teq that’s when even more casuals left this game to play other titles because they made it so difficult it was stupidly hard all because someone complained that open world wasn’t difficult enough. Now what do we have, how many groups have actually killed Teq?

I’m saying this, if we’re going to make a historical review let’s look at the whole picture. If you’re boss has only been killed successfully by 5% of the entire population in a casual environment, that’s ridiculous.

If they want to make things difficult to the extreme, do us all a favor and keep it in the dungeons/fractals where people enjoy dying over and over again with no end in sight.

Please leave Open World Alone thank you.

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Why magic find doesn't work?

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Posted by: tigirius.9014

tigirius.9014

As to the OP, im thinking also that the 130-160MF range is the best, friend of mine who has 151% base MF got Zap 6 days ago at a random event in Orr, yesterday he got Tooth of Frostfang at the same random event, ( 2 pre cursors in the space of 6 days from mobs, that has got to be in the 1 in millions of chances )

Yes, but does that happen to him every week? Or just that once? If it just happened the one time – or even if it happened a couple of times – then that would be entirely expected for something that is random. So would ‘clusters’, which in this context would be seen as a lucky or unlucky ‘streak’.

The reason people interpret the highest level of MF as not being as lucky is simply because it has plateaued, it’s not increasing any more, and they have become accustomed to the continuous improvement and noticably ‘better luck’ that they experienced all the time their MF was increasing.

Many of us saw this happening with their previous incarnation of MF when we had to use things like runes/sigils/gear/food/boosters to reach the levels of MF we get account wide today. When some put on enough to be 150% we noticed a large increase in drop benefits, when they put on higher % they noticed mostly whites and greys at the time.

So what I’m seeing from my experience is this. They could fix the problem of wanting people to group (which they stated early on when they made these changes) by putting into events like champions the option to autogroup, and they could remove the DR on bags dropping, and put in place the option to purchase direcly T6 materials from the laurel vendor or even karma vendors and that might help the situation.

We all know they need restrictions on loot to keep the economy stable the question becomes are they using too much.

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Why magic find doesn't work?

in Guild Wars 2 Discussion

Posted by: tigirius.9014

tigirius.9014

“It’s RNG deal with it” is no longer a valid argument. It’s well known that mathematically speaking complete and utter randomness is impossible, it is also a well known fact that the typical algorithms used by all mmo companies are skewed. So that being said let’s look at the problem.

Mathematically speaking, complete and utter randomness is quite possible, so I’m not sure what you’re talking about there. Take any example of a noise process with a Dirac delta correlation function and you have a noise process that isn’t predictable. Now, the spectral density of the noise function may not be “random”, but that doesn’t mean the process isn’t random. “Random” doesn’t mean “something for which you can’t construct a distribution function.”

As for the rest of your comments, I don’t think it’s of much use speculating on it without hard evidence. Anecdotal evidence is, for many reasons, not terribly useful in determining whether RNG works. Sure, MMOs (and computers in general) use pseudo-RNG systems, but I would be very impressed indeed if you were capable of completing actions in game such that you could actually see the difference. The time scales we’re talking about are miniscule, here.

There were multiple threads on this evidence less than a year ago, just because people don’t like that evidence because it clearly shows that there is still to this day an issue doesn’t mean it’s anecdotal nor does it dismiss this issue just because people think that it’s proper to restrict items in this fashion. This game as well as all others that have practices the systematic restriction on rewards have had the problem of continuous player loss, don’t think the surge of players coming back during this particular patch will in any way be lasting if the rewards system isn’t addressed properly in the open world. There’s also been evidence of drops being particularly imbalanced when players go to the WvW areas compared to the PVE open world, as well as dungeons compared to PVE open world and yes part of it is to make more money, however, most games that have done this don’t last very long.

There’s also the factor of DR which you ignored in your response, that also factors into the equation and DPS based rewards that most games have used early on but then the developers realized how restrictive these processes are and changed for the better. WoW is a great example of this changing over to a system of currency for rewards completely whereas even for crafting materials in this title one can use currency from completing dailies and monthlies however, even those rewards are still RNG instead of being able to transfer funds by buying these items directly. (the RNG bags from laurels for example)

It’s something they’ll have to eventually look at again because it’s nowhere near where it should be, it’s one of their biggest complaints right now, a lack of rewards does in fact make it less fun for players because most gamers play these games for the carrot on a stick mentality, a sensation of reward from playing. It’s been studied like crazy over the years by psychologists. If you don’t have that reward, you’ll lose players.

All you have to do is look at the gambling industry. If you don’t have tiny rewards to help keep up the image of winning, you’ll lose more money, the difference is gamers expect more minor winnings than gamblers do.

Like I said above, they could easily remove DR on bags dropping, because these already have a double negative, there is already a restriction on bags, they have an RNG when you open them and to my knowledge this opening RNG isn’t affected by MF.

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(edited by tigirius.9014)