I have 100% right now.
I have to use a mf booster to get to 200% to see anything.
When I do see something it comes from bags which I was told several times isn’t affected by magic find.
Confusing to say the least.
Personally I’d choose a bard like class.
Bards are missing in most titles and I think with the type of aesthetics already in the game it would make it a fun class.
I have to admit though that I don’t know enough about the lore.
If you had a choice of a new class what would it be?
The Revenant was a good start to a new class but what happened to the infamous Dervish.
A scythe born class similar to the engineer with very limited weapon selection but would be an excellent way to combat the rising amount of theifs in PVP.
Over 60% of all PvP battles contain Theif classes. Dervish is a stealthy tanky scythe class which would be a good way to combat recent updates that makes one class better than all.
What class would you choose and leave a description as to why you would choose that class?
I have never understood how it could be called AOE loot why there’s a setting option to turn it on or off when it really doesn’t AOE loot at all.
GW2’s control scheme would not work with consoles. Too many buttons.
Final Fantasy 14 for consoles actually uses the controller with the shoulder buttons as action bar swaps. It works fairly well because FF14 is much more static, despite having quite a few rotational damage skills and defensive CDs.
GW2 has a lot more twitch, and some skill shots, so a controller would be a bit unwieldy. I don’t think the number of skills is the issue, but rather the need to hit a few simultaneously.
the big difference is that FF 14 is made with the console in mind, GW2 is completely made solely for the PC.
making GW2 for the console requires a huge amount of rework, even changing it so the console doesn’t miss anything.
The other games listed here and those that have been ported already such as Star Trek Online, were never designed for the console at all. This title as I recall was stated to be developed for a possible port in the future which I believe was the reason for the limited number of abilities and the simple ui design.
GW2’s control scheme would not work with consoles. Too many buttons.
14 buttons times 2 I’d say are enough buttons to handle the controls on this game.
Curious if the team has given serious thought to porting to the next gen consoles?
The reason I ask is due to yet another series of big names coming over TERA, Black Desert Online, Final Fantasy XIV: A Realm Reborn, Etc etc yada yada the list is growing every year.
Question: If you build the game for consoles during the development of the next expansion wouldn’t that cut costs?
Additionally. The information is basically the same for what the character owns and what it has completed. Would we see a port with the ability to bring our toons over that we already had?
Can we have more than trench coats added to the game for medium armor? It gets boring thanks!
If you have played Guild Wars 2, by now, you should know that most users, when it comes to bosses in the game, like to idle around the ground when defeated, hoping someone will revive them. However, their very presence scales the fight and just makes things harder to accomplish, especially when there is a timer involved. Such an occurrence tends to make a toxic PVE experience and I believe that a forced waypoint rez will also discourage any leaching. Way-pointing by itself does not remove you from participation credit of an event, for people who regularly play HOT maps.
Is it possible to force dead users to rez their closest found way point after being dead for more than twenty seconds? If the user doesn’t have any funds for a forced waypoint on them, they should be sent to the nearest major city free of charge.
I would say that this is a problem but I don’t see it as one and here’s why.
As a healer that does mostly Condi damage I spend most of my energy and focus on attacking adds and rezzing people. One of the things I do before a major fight or flying into one is swapping my elite skill or skills out to those skills that automatically resurrect. It cuts down on the time needed to stand there and attempt a rez on a downed person…..
For the people who are downed all the way and sitting in the middle of a death zone well even for me they’ll have to wait until the damage zone is gone before we can get there.
I have to agree with OP this game could use a serious infusion of purpose.
Like many others it’s fallen into the endless grind for things. Cosmetics, Legendaries, Raid Gear, Gold.
It needs an original zone/beginner experience overhaul, it needs a main story overhaul. Major enemies need to be a danger in the rest of the world, in every zone for example. World of warcraft made the mistake as well by putting world changing dangerous enemies only in locked-behind-a-pay-wall series of zones and it too suffered for it each time.
Enemies that threaten the whole world should do so, Events should bleed over into beginner zones.
Rift does this well when they release content I think it’s time to rethink the event system in place here.
As someone who plays multiple mmos I have to agree with her. It’s not as bad as other titles like Rift but it is pretty bad.
The main storyline is not consistant throughout, it doesn’t have holes in it but it does have alot of missing content in that voice overs and the interface where two people standing next to each other is boring.
The story for Elder Scrolls Online had a much better take. It had full on dialogue as does HoT and it had events within the story that happened immediately after the character made a decision or as the character was conversing (emergencies).
Any new players I can see having an issue with it because it gets boring watching two people talk about things side by side.
It’s worth pointing out that games throughout history have had to go back and make major changes to the original story. Star Trek online changed it’s original first time player series of quests their events and added career specific options to the events. They’ve done this twice now.
Yes we should. I don’t have time to level and fully gear a second engineer I need to be able to just change him from a Charr to an Asura and I’m willing to pay for that change.
It’s just weird that this isn’t an option immersion has been used as a false argument for this issue but there’s absolutely nothing that would change in the game that could make a difference with it now that home instances are everywhere and the choices made when creating the characters actually DON’T do anything to the storyline.
So let me reiterate since people are trying to derail this post.
The purpose of this post is to let Arenanet know that the time limit on items is too short.
It’s also to make suggestions to help change the policy on time frames for items to remain in the store.
It’s also to help change the language of the items in the store so they aren’t misunderstood. Stating “Available at this price for X days” implies that the item will be available AFTER the sale is over at the regular price. It’s misleading and should be changed.
Let’s not have anymore derailing posts or ignorance posts about the disabled. That’s not the point of this thread and these posts do nothing to help with these issues.
Thank you.
The gemstore creates artificial scarcity. Many items do return to the store regularly. Just keep an eye on it.
My advice? Swap ingame gold on the regular for gems (for example; any gold over 50g in your wallet is converted), so they build up nicely, then they are there to purchase what you’re waiting for either outright or partially, saving you real money.
That is an awesome suggestion thanks for that!
I wanted to let people know also that this is not an attack on Arenanet I just wanted to make them aware of the payment time frames of disabled people and the retired and how artificial scarcity causes a problem for us.
I think people are misunderstanding the reason for my post.
Unpopular advice incoming:
1. If your income is that constrained, perhaps you should not be buying video game shinies?
2. If you are capable of playing a video game, you are capable of some level of work to earn extra $$That’s a false statement. you need to check out butyoudontlooksick.com and realize just how wrong you are.
There are myriad support systems, special programs, and laws intended to support people with disabilities in finding a rewarding career that fits their needs.
http://work.chron.com/ideas-careers-fibromyalgia-sufferers-23558.html
https://www.disabled-world.com/disability/employment/home/
even reddit is here to help
https://www.reddit.com/r/Fibromyalgia/comments/334z00/best_jobs_for_people_with_fibro/Heck, you could set up a website about GW2 like dulfy’s or similar when you are able to and earn some $
I’ve had two jobs already but that’s beside the point you have no idea what people’s disabilities are or their limitations making a global statement about someone not having a job is ignorance on your part and is not the point of this post.
Just realized he need’s to change his signature. brb
Sorry, but even people on fixed incomes (majority?) benefit from planning their expenses on a monthly basis. Please consider putting away X Euro/Dollar per month for gaming, so next time you will be able to buy the item when it shows up.
You can also get gems with ingame gold. There’s something wrong when you have to wait for your paycheck to buy an ingame item, and it’s not ArenaNet’s business model.
It really is their business model because making skins unavailable after 30 days doesn’t help anyone. Even when I was able to work it was a problem because of paydays.
For example: In another title, Elder Scrolls Online, it takes whole months before it disappears. It takes them a very long time before the items disappear. It’s still a problem there as well.
The items that disappear for real currency should never disappear. It does nothing to benefit the sales of the items when the majority as you said in your statement have fixed incomes.
Additionally as a second example, Elder Scrolls Online offers a subscription with endless gatherer storage and with monthly currency for the store. This allows for the building up of currency so that items can be purchased when they are available. No such subscription exists in this title which makes it more difficult for players.
If they had something like the subscription that ESO offers here in GW2 then you could make the arguments you made but that is not offered.
Unpopular advice incoming:
1. If your income is that constrained, perhaps you should not be buying video game shinies?
2. If you are capable of playing a video game, you are capable of some level of work to earn extra $$
That’s a false statement. you need to check out butyoudontlooksick.com and realize just how wrong you are.
Temporary items do nothing for the store in fact they harm the store. Making it impossible for people to buy cosmetics because they are gone does nothing for profit.
When these items are placed in the store for purchase they should be given enough time so that those who are on fixed incomes can actually enjoy these items while playing.
For example, I’m disabled. I have a fixed income and I have to wait for this income to come in before I can actually make a purchase like a cosmetic item. Recently you had an item which was the electromagnetic wings in the store. On the label of the item the store showed that it stated “available at this price for a limited time”. At this price means to me that it would have still been available at the normal price once the sale ended.
I was extremely disappointed when this item disappeared from the store because of the wording I expected the item to be normal price but still available for purchase which was fine with me because it would have then been 700 gems.
My point to this is people who are retired or disabled are on fixed incomes and have to wait for a time frame usually in the middle of the month before they receive enough to purchase cosmetics from the store. This system is not only worded incorrectly so it is misleading to the public but it’s also a disservice to those of us who are disabled or retired and have to wait for income at specific times during the month only to find the items we want to purchase are completely gone.
Taimi the character shows the public that you are aware of the problems that disabled people face. I would hope that this reaches a developer and that the policies regarding disappearing cosmetics or mislabeled sales items can be addressed so we can all continue to have fun while keeping the game profitable.
Thank you.
During the recent store items list before this current one there was the item for electromagnetic glider.
It said (certain number of hours) “at this price”
That to me means it will still be available in the store just not at the discount.
You can imagine my disappointment when it was removed on the very day I actually got paid and wanted to get it. smh and you wonder why gem store sales might be down sometimes.
Who? what? when? where?
Is this a PvP thing? Or a PvE mob things? Context please.
Also there are lots of stab sources and stunbreaks, you can also just dodge/block the CC.
Stunlock is a term well known in the MMORPG communities I suggest google.
It’s been a long standing issue, it’s even a problem in PVP like why is there not a stun immunity for 5 seconds once a stun breaker is issued? Every other major mmo has put this out in their combat in PVP because some classes can chainlock players into a down position where they absolutely can’t do anything.
We need race change and profession change and the store will be complete. You’ve included the much contested max level 80 item that gives players a free level 80 character when buying the expansion for HoT so why not finish the job?
For me they didn’t go far enough they sort of half did the job. Sure they removed the burst meta but they didn’t follow any of the examples we gave for improving the condi meta in fact they simply deleted the entire suggestions folder and didn’t save any of it months and months of posts about how to improve it.
…help me understand
lately I have been seeing comments like ‘condi is stale’ ‘condi meta forced’ ‘boring’ ‘requires no skills/gimmicky’ ‘11111111111’ ‘condi condi condi(Cooonnnndiii)’ ‘condi meta needs to change’ etc etc etc…
But… But it did.
From zerk.
you all asked for this
you all BEGGED for this
you all cried, frothed at the mouth, and whined for the death of Power, Precision, and Ferocity.You got exactly what you wanted. To the letter.
Why are you upset?
works fine for me.
Dunno what all the fuss is about just make adjustment to timing.
And trust me, look at my entire history you’ll find that I complain alot about needed changes to the class but this is not one of them.
As a scrapper I drop the bladed gyro and the healing turret around the same time and get the field.
We suggested a machine gun kit or turret at the beginning of the game years ago. I think it’s long long overdue!
Revisiting the first idea, with some improvements:
Idea 1.1 – Kits in the mechanic bar
The basic premise is that the tool belt is removed for good, replaced by two F1 and F2 slots, where you equip kits. Weapon and device kit slot skills disappear, replaced by two new slot skill types:
- Mine: Works similar to traps, with a twist. Effect area is larger than activation area, so if you’re close to them and one of your allies activates it, you can get hit too. Additionally, mines are revealed if you walk inside the effect area, and you can attack and destroy them. Mine effects are inspired by the bomb kit, which is now removed.
- Signet: Passive effects, with an active skill option, which affects the engineer only. Some trait passive functions could be moved to them.
With that clear, there’s a total of 5 kits, one per slot skill type (elixir, gadget, mine, signet, and turret). Each kit would have specific synergies with its respective slot skill type, replacing each skill pf said type with new functionalities while you’re using the kit. Additionally, there’s 2 special kits, which can only be equipped in the F2 slot (so you can only use one at once) and don’t enhance slot skills in any way.
- Elixir – Elixir Gun kit: Instead of drinking the elixirs, you load them into the gun, providing new temporary random damage effects to your attacks with the elixir gun. Multiple elixir effects can be stacked.
- Gadget – Flamethrower kit: Replaces gadget skills with fiery versions.
- Mine – Minesweeper kit: Two-handed minesweeper tool. Lets you reveal invisible enemies, as well as detect and deactivate enemy traps. Designed to help mine management, including remote mine control, which lets you explode the mines manually.
- Signet – Grenade kit: Instead of applying the active signet effect to yourself, you throw packs with the same effects, that can be picked by any nearby allies. Inspired by the med kit, which is now removed, and tool belt elixir skills.
- Turret – Mechanic kit: Replaces the tool kit. Wrench in the main hand, and a welder in the off-hand. Designed to help turret management, including repairs. Instead of overcharging the turrets, you unlock turret detonation.
- Special – Energy Cannon kit: Replaces the mortar kit. Inspired by Horrik’s cannon, and this charr artwork. Slow fire long-range AoE damage. Slower movement when wielded.
- Special – Machine Gun kit: A huge gatling-style heavy machine gun, barrel included. Heavy ranged firepower when the engineer’s weapons aren’t enough. Slower movement when wielded.
With this model in mind, all elite specializations would provide one new kit to choose from. Some ideas:
- Remote Controller kit: Scrapper exclusive, helps with gyro management.
- Shock Gloves kit: For some technomage elite specialization. Huge robotic fists to punch stuff with.
- Mining Laser kit: For a miner elite specialization, channeled attacks that deal more damage with time.
- Missile Launcher kit: Homing missiles for an artillery elite specialization.
Weapon swap (plus new core weapons) could still be nice to have with this redesign, but it’s not mandatory for the idea.
Finally, the new kit mechanic would have its own options window, like the one rangers have for pets. In this window, you would be able to customize each kit by choosing different stats and skins, and turning on/off additional visuals like backpacks or masks included with each kit. Turret skins would be customizable from this window as well.
Let’s see if you guys came up with any new redesign ideas.
Where to begin:
Explosives:
Re-add the healing bombs and grenades
Make mines/bombs bigger
Mines form a series of three chevrons in front of the engineer from the toolbelt skill
Mines always cause bleeding/cripple no need for a trait
Mine trigger field much larger
Mine skill 1 throws three mines in front of the engineer
Big Bomb can be triggered manually no more timer in toolbelt
Exploding turrets all cause the trait effects when they go off bleeding/cripple/vuln/fire
Medkit:
1
Med Blaster
Heal allies with a wave of healing energy for a total of 4 heals the most powerful of which occurs at the end of the spraying. Heals more for each boon on that ally.
2
Bandage Gun
Fires a bandage at friendly characters, 1 second cooldown between each bandage.
3
Spray Stimulant in front of engineer in a 45 degree cone. heals, grants fury, and removes a debilitating condition (weakness, blind, vulnerability).
4
Spray Accelerant in front of the engineer in a 45 degree cone. heals, grants swiftness, and removes a movement-impairing condition (immobilize, chill, cripple)
5
Spray Antidote in front of the engineer in a 45 degree cone. heals, cures a condition, and applies resistance.
Flame Thrower Skill:
Skill 1
Places a fire combo field on the ground on the final damage tick that lasts 3 seconds in the direction the final blast was facing (similar to the line of fire that the mordremoth enemies seem to do alot in the new HoT expansion.)
Hammer skills:
#3
Causes stun on third hit and can sent out a fiery wave in a 45 degree area.
Toolbelt Changes:
Healing Mist:
Vent a healing mist, healing the engineer and granting regeneration to yourself and allies.
Incendiary Ammo:
Create a circular burn field that causes damage to enemies and is a fire combo field.
Trait Changes:
Juggernaut
Gain might and stability while wielding a flamethrower and Elixir
Gun.
Backpack Regenerator
Gain regeneration every 4 seconds when using a kit. (that way it can actually be synergized with other traits that give options when regeneration occurs. such as Energy Amplifier for healers)
Mecha Legs
Gain swiftness every 10 seconds outside of combat. Cripple, chill, and immobilize durations are reduced while in combat. (This will give better synergy with the trait Invigorating Speed)
Stimulant field (replacing Stimulant Supplier Trait)
Spray a stim field when you use a healing skill. (Spray Stimulant in front of engineer in a 45 degree cone. heals, grants fury, and removes a debilitating condition (weakness, blind, vulnerability).)
These are the main changes I would implement into the game.
People need to stop complaining about it, just make sure you do your burst when it does it’s field. It’s completely adaptable it’s on time each time so it’s not a problem
The problem I’m seeing is the time it takes to summon gyros like Shredder Gyro
Why does it take a longer time for you to summon a Gyro to do a combo field in the same space you summon it in? What is the point of that? You’re turning on a device it’s actually easier to summon a magnetic inversion field way faster than this gyro.
Additionally why are gyros taking more time than turrets to be summoned? If anything turrets should take more time because they are ranged.
When you are using the new scrapper setup and weapon, you are more vulnerable so making it harder to get the combos out doesn’t make any sense.
There’s really no need to use it for anything other than two options, kit powers occur when switching to kits, it’s a trait that causes kits to create an effect when you switch to the kit. Medkit has a great one for engineers in the healing side.
The only other option would be for the toolbelt skill really. Self heal.
Bandages are terrible these days I agree, there’s alot of good stuff in this list.
I think the duration of the med spray we do in section 1 could be improved made longer given a large heal at the end of the spray.
I think also that the other options such as bandages if kept should when using the traits for healing, be given the option of throwing out a large number of bandages at once at the very least.
I think that bandages should shoot bandages out at friendlies like a gun, we are engineers throwing bandages is not our style. We need a bandage gun, that should be power number 2.
Powers 3-4-5 should all become spray nozzles and we should spray those effects on our friendlies.
Powers for medkit should look like this:
1
Med Blaster
Heal allies with a wave of healing energy for a total of 4 heals the most powerful of which occurs at the end of the spraying. Heals more for each boon on that ally.
2
Bandage Gun
Fires a bandage at friendly characters, 1 second cooldown between each bandage.
3
Spray Stimulant in front of engineer in a 45 degree cone. heals, grants fury, and removes a debilitating condition (weakness, blind, vulnerability).
4
Spray Accelerant in front of the engineer in a 45 degree cone. heals, grants swiftness, and removes a movement-impairing condition (immobilize, chill, cripple)
5
Spray Antidote in front of the engineer in a 45 degree cone. heals, cures a condition, and applies resistance.
They could in fact add conditions to the three final skills if an enemy happened to get in the way of the sprays.
Best idea in a long time I wondered why that didn’t have that option. I’d like for a similar option be available for the gyros as well they seem to have not as much functionality for the same reason. Lack of control ui issues.
I would suggest that we have an overload for the gyros that perform an electric field.
I’d also like gyros when exploding to actually knock enemies back like turrets can or at least catch enemies on fire using the explosive traits.
Overload on the net turret seems to be completely gone now, electrical damage doesn’t exist now which is sad it used to do damage years ago when I played last.
TL/DR: Give turrets a triple step utility: Deploy->Overcharge->Detonate (more key pressing but more option and control) and improvements in traits and numbers.
———————-The changes to turrets caused mixed reactions in the community.
The main reasons seems to be:
– Lost of control and options with the automatic overcharge
vs
– Gain of possibility to use toolbelt and turret simultaneously.Honestly both arguments are valid and a common solution should be looked into.
I propose that turrets are changed into a triple step utility:
- Deployment – Overcharge – Detonation
Overcharge CD should be the same of lower to turret CD when not detonated. Therefore keeping turrets alive is meaningful and detonation is an option for CC.This would give engies more control over the turret actions and could open up good changes in turret traits suggested below:
Experimental turrets:
Turrets provide boons to allies around them. Boons are applied every 10 seconds and on turret overcharge. Detonating a turret repairs turrets around them.Advanced turrets:
Reduced dmg and condition dmg taken by turrets. Turrets create a reflective shield around them when overcharged. Turrets have increased dmgChemical rounds:
Your pistols and turrets have increased condition duration.
several years ago this was a problem in 2014 and I’m sad as a returning player to see that it still has not been fixed. Using the skills from the character Aerin who was after the master of peace. Mines should be deadly that includes those that are dropped those that are thrown they should have a larger explosive range.
I’m still seeing mordremoth enemies dancing on mines and their not going off in PVE.
Please fix explosives on the engineer it’s been years now…. Seriously.
How many characters do you have and do you play all of them on a regular basis?
Is it a waste to not play them?I got 20+ character slots myself but only play 4 to 5 of them on a regular basis…feels wasted seeing all my other characters sitting around in the slots and not having much play time XD
I have 5 I play 3 most often but I switch out when I want a change. They are all pre-expansion classes too not really impressed with the new class I enjoy alternative builds I was hoping to see more than 1 each class but I guess they are still adding to them.
Playing my favorite three is fun I like the thief and the ranger and engineer. Engi is my main but I play a guardian healer and a condi heavy necromancer which is always fun love runes and signets.
Recently returned and I’ve gotta say the redesign of the passives are nice. There were also major game breakers to the Engineer that were finally addressed since the last time I played.
I’m liking the downed state changes, I like how the passives now allow for a heal kit and a mine to drop automatically for my chosen build. I like how there is a healer supply drop now and I like the changes to the healing kit itself. Making it so that a heal could be directed towards friendlys without dropping just a single heal that only hit one person on that kit was nice. Glue abilities actually stop enemies periodically now and when first deployed which is a great improvement!
I like how the rewards system works now. It seems to have been massively boosted since last I played. Before rewards were completely based on drops which required farming I think it’s nice now that not only do you find random boxes in places but the rewards from events have been upgraded.
There are some suggestions but I’ll include those in another forum post.
As Condition damage really hasn’t been improved since the last time I’ve played and as there are tons of passive and active defenses against conditional damage I see no reason to add this feature at all really.
What I’m seeing in these complaints is people build their specs around glass canon mentalities and choices and then expect free balance options for defense. No that’s not what should be happening. Let me give you an example from another title.
Star Trek online has had something similar to conditions for a long time now. Just like GW2 STO has the options of either making it all about damage or an actual balanced build in their choices for skills. For a long time they’ve actually made it easy for escort tactical players to fight with max damage and get free release from abilities that hold them in place or cause passive damage in space combat. There’s been a real backlash on the forums recently because the developers of STO have finally come to their senses and are making it a requirement to choose defensive options in the skill tree in their recent balance changes in the test server.
I see the parallels here between both games. This game already has the requirements to choose defensive options if you want to compete, it needs no changes when it comes to cleansing or defending against conditional damage.
If anything it could use some work on damage output of conditions because they are still quite weak and do not dish out the crit damage when critting that they should.
(edited by tigirius.9014)
I won’t be long because I won’t be back.
I watched and watched and saw promise when they started the hype train for the expansion but when they stood up on stage and said that they delivered what they set out to do something didn’t sit right.
So I waited even through all of the delays on what their plans actually were for the expansion waiting and waiting …not getting enough information half the time and the other half of the time laughing because I found out that more serious reporters were actually pointing out the flaws I saw in the system as well with their plans… ( thanks AngryJoe for slipping up and pointing out the endless gold grind even in HoT ).
But what gets me the most is there are people here who are veterans like me who are just as shocked. Why are you shocked? Why are you surprised at all that this is the case? Seriously, it’s not like this game just came out. We’ve had to deal with being called names, being told that our experiences in game were all in our heads, being told things would be coming not once but multiple times only to see them never get implemented into the game. So why is their most recent decision such a surprise for people.
It’s nothing new to me.
I just hope some of you realize that what we’ve been saying all along hasn’t been an illusion and you realize just how blinded by hype you’ve been, though I doubt it.
For me this is the final nail really, I won’t be back and I’m moving on to other better titles out there and this thread might get deleted because I mentioned moving on or because I mentioned the track record here at Arenanet or because of some other reason but I just felt compelled to point out that these kinds of decisions are the very reason why they lost so many people just after the game launched. I’m done. Have fun folks I’ll be in Tamriel enjoying myself.
It is now the next day and I have read a lot of post and had time to think. In the process I have had time to research and actually talk to people playing other MMORPG’s
It seem that the roll out of HOT is actually typical for most other games.
Look, we had a lot of fun moving from GW1 to Gw2. Anet gave the veteran players a reward for sticking with them and moving on to the new version.
So when the roll out for HOT came out the players were crushed. They expected an similar experience from the past. They were treated in both pricing and perks like they were new customers and not people that helped Anet prosper.
In my opinion if they would have included a character slot and made a $10 cheaper upgrade (price of the last sale) they would have been heroes now.After all is said and done it is Anet’s call on how they want to roll out a new game. If ANET want to be like all the other games that show no connection to their player base then they just become like all the other games.
You can all the pretty graphics in the world but you do not connect with you base, they will not connect with you.
I agree with your points but I feel compelled to point out that the reasons some of us stopped playing and (incidently were not surprised in the slightest with this latest news) is because we experienced the deep deep disappointment from this team too many times before.
It’s one thing to be new to the MMO scene and entirely another to continue to make blunder after blunder of the same type alienating your playerbase over and over again and expecting a different result than people rightfully being disappointed and angry about your product.
This is nothing new I’ve had years of being disappointed one right after the other. I’ve moved on. The only reason why I’m here now is to finally say goodbye.
I’ve found my home, it’s not with Tyria. As much as I’d love to love this game their leaders and developers are not acting in the best interests of the very people who supported them all these years with cash money.
If they are interested at all in trying to mend ties with the community they can find me on other titles out there in which the developers have actually made mistakes and done right by the players and helped many of the players alot in their quest to find an MMO home.
This place is just not for me. I will miss my early days as an explosive engineer but after seeing this I won’t be back, this was the final straw.
All very valid questions. My question would be what in fact are they going to do to fix the explosives line because that’s been nerfed since 2012 and grenades don’t even get me started on that but bombs and mines have suffered greatly for a long long time now!
For me I’d like to see them do something with that, and I’d like to also know how they plan on addressing the issues we’ll face with so many abilities but also I’m hoping that the Engineer won’t be the afterthought it turned out to be at the beginning of the game particularly with the huge nerf to kit refinement and other missing elements that the class should have had.
Not to burst your bubble, but I’m not expecting berserker to be the meta stat set for Revenant. In the beta with fury and the trait that increased fury’s effectiveness to 50% we were hitting 90% crit chance in celestial gear and no precision from runes or sigils. If this stays we might want to look into a different statset with power, ferocity and something else. Or maybe we only use a few berserker items instead of full berserker.
For a more direct answer, don’t make anything untill we see the whole package and more importantly all weapons. Sword/Sword is starting to shape up quite well.
(And yes, I said Sword/Sword and not Sword/Dagger)
Some of us are hoping the Zerker will be the thing of the past once this launches because it does nothing but detract from actual strategy.
I hope that this class shakes that up dramatically in all classes. Roles are a strategy folks not burst dps, if ever anyone’s ever played ADnD you’ll know what I’m talking about. There’s a reason why glass cannons died in ADnD all the time if they weren’t careful or didn’t choose some defensive abilities it should be true for MMOs as well.
So for now honestly OP I wouldn’t worry about the Zerker meta because I don’t think it will last much longer from the looks of it.
You can’t farm mats because of gem store. ANet wants you to buy stuff with real money, no to get stuff by actually playing the game.
….and by “actually playing the game.”, you mean farming for specific mats? Right…..
Exactly, they keep using the phrase, “Handed to them” but they completely negate the fact that farming IS ACTUALLY PLAYING THE GAME. These arguments are amazing aren’t they? Remember back in the day when they said welfare epics were handing epics to people even though people who got those epics were doing the exact same things as those who wanted to flaunt that they did something they thought made them special from all the rest? Yeah, these are the same people but this time they are talking about loot and their arguments are no more valid today then when they were talking about welfare epics.
snip and Bloodstealer’s easywin comment just made me think he was saying OP just wanted things handed to him.
That’s basically what he’s saying. aophts is wanting things to be easier for the rarer items. All rarer items, not just the ones that actually have a problem (easy to tell due to his complaint about T6 materials as opposed to, say, Silver Doubloons or Giant Eyes). How they are obtained in all games is the exact same: either by farming the item, crafting the item, or by buying the item (when applicable for obvious reasons). However, the items in question have to be rarer than the vendor-trash loot in order to have them still be valuable (which is why the vendor-trash loot is just that). This leads to Bloodstealer’s point: that all aophts really wants is for things to be easy, snip
I disagree. Have you ever tried to directly farm t6 mats? (directly, not indirectly) It’s simply not realistic in this game. You farm for loot in general here and those mats happen to be a byproduct of that. If you specifically target a specific item in this game to farm you are in for a rude awakening.
The acquisition methods of this game simply are not the same. They do not have that self fulfilling aspect. As such, much of the sense of accomplishment of making items in this game vanishes. Instead of “I built this house with my bare hands”, it’s “I worked a 9-5 and hired contractors to do the work”.
It doesn’t have the same feel for a lot of players.
Yeah I make a bee line to farm T6 mats as often as I can.. is it 100% reliable – no and it shouldn’t be.
GW2 like any MMO requires it to include a few carrots and things like that big ole legendary or the rare item collections are just that.. they are carrots but those carrots require you to keep jumpoing and reaching for them.
Other MMO’s have you endlessly farming the same dungeon, the same raid, the same farm spots in order to obtain that one shiny or those crafting mats.. there is nothing different about that per se in GW2.
The only real issue here is some players just want it yesterday with minimal effort beyond farming one spot on auto attack while they go to the pub and expect a pile of T6 in their inventory by the time they return… aint gunna happen. These items are longer term goals to keep you in game as long as possible until you achieve it or take the decision to buy gems and buy the mats.
The economy is set up to give you a choice.. be thankful that obtaining gold is easy in GW2 which in turn presents you with that choice to buy or farm.. you have still achieved your goal if you farm enough gold to buy the mats to make the shiny.. other MMO’s don’t and expect you pay each month to keep jumping for the carrots until RBG favors you or absolutely require you to buy currency to buy the mats..
I mean cmon in GW2 you don’t even need to use real hard cash if you don’t want to, but meeeh you cant always have cake and expect to eat it..
If ANET didn’t place these carrots what would we have left to achieve.. nah sorry this thread is about nothing more than one players desire to have things handed on a plate with the least amount of effort.
These kinds of posts just make me do a double face palm. Farming shouldn’t be reliable? Are you kidding me? The human race wouldn’t be here right now if farming wasn’t reliable. There’s a reason why it’s called Farming. It’s the same concept, obtaining absolutely necessary items to progress. Farming exists in all MMOs save for GW2, at no time in any other title has there been such a sustained level of DR in a game until now, and it’s directly causing the numbers per server to dwindle because people play games to feel rewarded. Countless psychological studies on the subject have proven that beyond a shadow of a doubt, and when you take the reward away you break the psychological chain that brings people back.
The problem isn’t the rarity, the problem is DR.
Adding a token system won’t solve the problem when the problem is DR. End of story.
I would personally say that if you enjoy rewards GW2 is not the game for you. The psychology of why people game is a complete mystery to Arenanet honestly and while you shouldn’t follow the forums posts I would suggest looking at websites like MMORPG only for the data they collected on the server sizes per server. It has a great list showing very few playing this game right now.
Server size is at an all time low, is it any wonder why they announced an expansion?
It is simply supply and demand. There are simply not enough people that trade gems for gold in order to keep the price down.
ArenaNet shouldn’t artificially (directly) change that ratio.
See this is the problem I have with that. You see, they directly changed the ratio of people receiving items in game to affect the gold rate, what’s wrong with them limiting or putting a cap on what you can charge for the ratio? Why is one not an issue in these forums but the other is? smh
It’s not simply supply and demand when you have such a heavily influenced (aka regulated) gold system in the game. If it were at all a free market so to speak then there would be exactly 0 restrictions on loot but that’s not the case.
OP this is exactly what happens when you lose too many players, when one system is regulated but not the other, and when you have a system that gives such a huge advantage to whales rather than those who’ve actually spent the time earning their keep.
It becomes a huge imbalanced mess.
Nah, the truth is he have 650+ AP and I’m just frustrated and I knew that the best way to get precursor is to buy on tp. And also I’m not angry about it, I make this thread to share my first and last horrible experience in MF
Don’t blame you one bit. It’s an ongoing issue. This game is filled with redundancies that do nothing for the game and magic find is one of those. It’s there only for show.
Theres a long history so far of these mechanics. CC that doesn’t actually CC, reflects that don’t actually reflect, magic find that makes no difference in the loot you get.
You would think by now someone would notice and finally say “hey, what the heck are we doing in this game?!”
Well, you’re in luck.
A-net have mentioned that they’re adding a reward system (similar to Dry Top and Silverwastes) where you get a bonus for completing events. From what I understood, different maps will present different materials. This means you get guaranteed T6 when completing events, making these materials somewhat farmable.
We’ve yet to find out how much of a bonus you get from completing these events (you might only get 1 T6 for each event, for instance) and what kind of impact this will have on T6 economy.
EDIT: I’m not sure if this change will be made before HoT in a suspected Feature Pack, or if this will be added with HoT.
EDIT 2: There are other ways of getting T6- I got a lot from mystic forging ectos for mystic clovers. Ectos are farmable by doing the World Boss Train. You can also convert laurels to materials by buying material bags.
Except even the bags are RNG so that didn’t solve anything when they added that. RNG is a thing of the past, people keep making the case for EQ and the dragon point system for the community but the community has changed. It no longer exists.
Token systems especially for crafting items are the future and it’s been a staple in many games for years. People keep saying that it will negatively affect the economy but it won’t actually because those that do try to sell these items will find that there are so many listings of them it won’t make a profit.
So really tokens for the crafting items like T6, and the removal of DR will completely change the rewards system of this game and bring it back up with modern QoL.
I hope they do make these changes because for some of us this is the reason we left the game, my husband left because he said there’s no point in logging in when all you get for your trouble are greys.
Yeah the RNG system is meh. Wouldn’t work for this game but I liked FF11 loot system where you rolled to obtain drops in your party or “raid” was nice. The drop rates weren’t the best but how the community worked the loot system was great. Most guilds had a point system where your attendance made points and getting a item made you lose some points. The person with the most points would get the item and everyone else would pass on it. If you had tied points with someone else you both rolled. But this allowed for people who put the most time into the game to get the sought out items even though the drops were RNG. Would be nice to have something like this but I think it couldn’t work with the game design.
Yeah going backwards isn’t going to solve anything either.
What they need is a modern system one that knows you spec and drops items accordingly, they need to remove the need to farm items for crafting 100% by making it a token system only for those items so that crafting is not stunted by the loot system’s inability to provide, and they need to remove DR for everything else that would solve every problem with rewards this game faces.
I always wondered why some video game designers never reveal the actual designed probability of rare item loot drops, esp in MMOs. If I am not mistaken (I dont play D3), in Diablo 3 rare item loot drops chances are publicly disclosed.
IRL lotteries and gambling chances are also required to be disclosed by law in most countries that do not ban gambling, if I am not mistaken.
NWO, WoW, STO, D3, Eve, LOTRO have all disclosed their drop rates.
Further people keep saying use the 2.5 option but here’s the thing, even if they did that guess what people, regular players, ie customers who bought the game, will continue to be affected negatively by DR. So until they remove DR it doesn’t matter how many ways they improve the loot system for rewards they’ll still have the problem of critical items needed for crafting just simply not showing up in your bags, they’ll continue to have the disappearing chest trick.
And now since they are using the industry standard for thwarting gold sellers, this would be a really good time to shine by removing DR entirely since that was the reason they added it in the first place.
2.5 isn’t going to solve anything so long as you’re being kept from the loot you’d normally get.
From my research, GW1 never had DR.
Seems you didn’t look very far…
http://wiki.guildwars.com/wiki/Anti-farm_code
one particular aspect:
http://wiki.guildwars.com/wiki/ArenaNet:Developer_updates/20070420
That’s even worse. That means that not only did they not learn from mmo historical fact but they also didn’t learn from their history of their own first game! Smh
I see my question has not been answered. I doubt it will be but it’s amazing to me that when hard questions like mine come out about whether or not DR is here to stay when they added the system to prevent bots and gold sellers in the first place you would think you’d get an answer about a system that was so problematic that it (just as history predicted) caused many a player to ask for a refund of the game early on.
I would actually say that healers don’t exist in this game and I know that’s harsh and it’s pretty straight forward a statement but that’s what I’m seeing really. Until they fix healing spells to actually scale with the stats and make it so that some classes are not disadvantaged when trying to play that role we’ll continue to see this problem. Jon Peters mentioned roles are on a comeback so I remain hopeful as I’m watching the changes.
As much as I love the thought of flying or mobile turrets I have to say that I hope sincerely that they’ll do something about the other types of explosives in the engineer because they are in severe need of improvement overall. Kits are great well they were when they had an actual balanced kit refinement trait and turrets have always been weak and inappropriately nerfed but we definitely need many many choices. I’m hoping that while they look at what they have planned for turrets based on the few seconds of video of the class’s new look, that they’ll also take the time to make mines and bombs better than they were and actually make the #1 skill on grenades optional for ground targeting so that we don’t have to if we don’t wish it for that 1 skill.