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Revenents in WvW

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xev.9476

A revenant is easier to kill than than a borderlands raptor, so I encourage all who pre-purchased to bring their walking bags into WvW.

Revenant Feedbacks [merged]

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xev.9476

Good grief, who decided to merge all these disparate threads? I came to the forums to see what people were saying about the revenant, found this thread, and had to weed to through what was once clearly a fashion thread, and another that resurfaced concerns about the lack of an additional character slot for those that didnt/don’t pre-purchase. What does that even have to do with revenant feedback?
It’d be nice if separate threads could be maintained for things like revenant gameplay and fashion faux pas’, and certainly a separate thread for those discussing HoT character slots, yeah?

Golem Rush will be AWESOME! Chill, naysayers

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xev.9476

And the WvW vets wonder and complain about never getting any attention…

The stick-in-the-mud attitudes and general same-y nature of WvW is why I practically never set foot in it anymore. The way I see it, perhaps this can usher in various paradigm-shifts to mix it up every now and again. But again, people will likely cry about those too.

I wonder what other WvW modes people would be interested in the devs making (the people that aren’t clamoring for more status quo, that is). If it has a good turn-out, maybe they can just split WvW up so people that don’t want any changes can have their own megaserver.

Are you really this clueless? WvW has been stagnant for a long, long while, but that doesn’t mean that any change is a good change. Beefed up golems alienate the PPT crowd who don’t want their precious objectives flipping every 5 minutes, and the fights crowd who tend to want nothing to do with siege – that’s not an insignificant population.

Time4sub

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Posted by: xev.9476

xev.9476

GW2 would never survive a transition to a sub model. I’d gladly pay a mandatory monthly fee for a quality game, but glacial development, poor communication, mind-boggling design/balance changes, and frankly the worst PvE (no challenge whatsoever) of any game I’ve ever played ensure that I’d never sub to GW2.

None DPS credit

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xev.9476

This is a change needed for WvW, too. I’m not touching Ventari or his tablet unless they start rewarding credit for healing, something every other MMO has had implemented since launch.

How To Make WvW More Casual?

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xev.9476

- Make scouting easier. Pugs have a tendency to run around like headless chicken, without any idea what to do. And if they – by accident – stumble over a zerg they usually don’t even report it and let it take objectives close to a teams spawn or other WP’s. To take away their responsibility to press enter and type “zerg at []”, enemy players should be visible for all players on the map if they run into a 1.2k range threshold of team-members and don’t have stealth.
You know the little green dots that indicate team-members nearby? Give us little red ones that show up if enemies are really close, and make them visible to the whole team. A player who has joined the map then can press m, look out for red dots and run to help those who are currently besieged or engaged in combat.
Ofc someone should tell them that places like south of sm, the swamp next to golanta and the windmill in homeborder most likely will be friendly duels, but beyond that, this would improve the life of all players by a great margin and turn pugs automatically into useful scouts, if they decide to not follow the bagel.

Aside from the desire to make WvW “more casual”, this is the single worst idea of the thread. With one stroke you remove a lot of skilled play – ambushing, flanking, tactical use of terrain to hide, ninja-capping, etc. Removing all of that because someone doesn’t feel like typing, “where’s the fight?”, “looking for roaming group”, or “how many enemies at bay”? That’s not a game I’ll ever play.

Where is promised challenging HOT content?

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xev.9476

Your AI is sad for 2015 era, sorry aNet, i’m with you since GW1 beta, i know you can do better….

So where are all these other MMOs with so much better AI? (And no, the AI in GW1 was not even remotely close).

Do you ever stop trolling?

Please make new wvw map optional

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xev.9476

It’s clear you didn’t watch the WvW map livestream events, or if you did, you’ve chosen to ignore lots of relevant details. The new map looks nothing like EotM – you’re not at constant risk of falling to your death; I’ve seen no jumping puzzles (I hate jumping puzzles but the air keep has platforms you merely walk on – no jumping skill required); and PvE elements have been included in every great RvR game to date. The people clamoring for a mob-less, flat WvW map have often been misguided GvG players who favor contrived, even-numbered fights that eliminate the excitement of unpredictability and the tactical use of terrain. No kitten thanks; I prefer my fights dynamic.

The new map has plenty of flat terrain to fight open field, away from NPCs and the ever-dreaded PvE events (which to me seem to clearly invite fights rather than discourage them). I do think there’s cause for some concern, but it isn’t your fabricated issues that bother me.

I exclusively WvW and, for me, the new map can’t come soon enough.

Community's Perspective on Specializations

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xev.9476

It’s way too soon to declare that support builds are viable in PvE, and support builds have always been viable in other game modes – look at shout heal warriors and water eles in WvW. Also, what’s stopping players from picking two dps lines and a support/defensive tree? You get 3 full lines now – more traits – which renders much of what you speculate here dubious. I’m excited about the magnitude of the changes and look forward to the xpac, but I don’t see how you can possibly conclude that support builds will be viable in PvE with the information we have so far.

Just saw about the lamest thing ever in eotm

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xev.9476

If you’ve ever played EotM to wipe zergs you know what happens when you do so: the place quickly becomes a ghost town. Whenever OG or a guild group starts running over the other colors everyone leaves for either a different map, or to do things elsewhere. As has been pointed out numerous times on these forums, the differences between EotM and WvW are profound. Stomping your feet and insisting that EotM is intended to be a WvW map just ignores the reality that it’s poorly designed, horribly unbalanced, and best lends itself to a ktrain map. You even see ANet employees on their uplevels in EotM just to ktrain. Somehow everyone else got the memo…

Open world is not "challenging group content"

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xev.9476

Some here suggested that the Marionette was decent, challenging open world content. Perhaps you guys can elaborate – what was good and challenging about it? I was either on break from GW2 at the time, or I just never bothered to do the event (I pretty much just WvW anyway), but having just watched a 22 minute video of the Marionette encounter, all I saw were people zerging down a never ending swarm of mobs, and occasionally port to a small platform. Sure, on the platform there were a few more red circles to dodge than a usual world boss event, but the whole thing struck me as a massive snore. 22 minutes of zerging down minions? What is fun and challenging about that? Requiring a modicum of organization – dispersing a horde of people into a few lanes – does not make an encounter fun and challenging. Am I missing something, or is this just a fundamental disagreement that zerging down mobs for 22 minutes is good, fun content?

SPIRIT RANGER In Need Of Improvement

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xev.9476

Spirits are not in any way related to turrets. They deal zero damage and have no passive crowd control. Spirits provide buffs to those near them, which is exactly what banners do. The only reason people complained about them is because they couldn’t comprehend the difference between an ACTUAL AI and what amounts to a less effective, killable, yet mobile banner.

Spirits also die to a light breeze, unlike turrets that are immune to critical hits, conditions, and have way better armor and health. They are far easier to put down to the point that it’s actually a struggle to stop them from dying on accident, and impossible to protect when the enemy actually wants to kill them.

And the biggest difference between the two is that a spirit ranger is a team fight focused party buffer build. Their job is to provide their team with the spirit’s buffs while keeping up sustained pressure on a single target. Meanwhile turret engineers are pure area denial bunkers designed to hold a point forever and use their elite and crowd controls to de-cap other bunkers off their points. They perform entirely different roles using tools that aren’t at all similar to one another. They are not comparable.

Look, spirits aren’t banners or turrets. Saying otherwise is obviously going to efface all kinds of important differences. My point, which I thought was pretty clear, is that spirits are problematic like turrets in similar ways, although I clearly acknowledged that spirits are not on the same level as turrets with my concluding line. How in the world is that controversial?

SPIRIT RANGER In Need Of Improvement

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xev.9476

@glock:
Perhaps you are not familiar with Ranger spirits, but they operate very differently from Engineer turrets. They are more closely related to Warrior banners.

Ranger spirits do not auto-attack every X interval.
Ranger spirits provide a Y% chance to proc an effect dictated by which Spirit it is (+10% dmg, Swiftness, Protection, Burning, Healing) … and have an ICD on top of that proc chance because … reasons.

When spirits were meta they irritated PvP players to no end because they body-blocked, provided effects on death, promoted passive play, and were otherwise a brain-dead build that wasn’t fun to fight against. Those are some of the same complaints leveled at turret builds. So, no, spirits don’t actively attack at x interval, but turrets and spirits share certain problematic commonalities that a lot of us would like to see disappear from gameplay altogether. In that vein, I think its more reasonable to consider spirits less potent turrets than banners.

ETA? 2016?

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xev.9476

Put July out of your mind. HoT is a physical box. That means it needs shelf space. That means retailers will be notified of the release date with precision at least 4 months in advance. They still don’t know, so we know the date is at least 4 months away.

Uh, is it a physical box? Did they say? More than a few computer games have opted for purely digital releases, since boxed purchases have been in decline for a decade.

WvW Lag March 2015

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xev.9476

And thus my firstborn will be named Stephen.

Why I'm >not< hyped for HoT

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xev.9476

I do appreciate that it can be disappointing when something doesn’t meet expectations. But one must learn the difference between subjective and objective reasoning. Misery loves company, but your dissatisfaction indicates nothing more than that you need to move on. I enjoy this game and I will continue to support it. I have plenty of rl and internet buddies who feel the same and we continue to have fun. The moment that it stops being fun is the moment I will stop. Simple. I am very excited for HoT. I will be buying it and I am very confident I will enjoy it alongside said friends. Based on the plethora of negative posts I’ve read at these forums, players are treating this game like a job. This is supposed to be about leisure. It’s a game. Those of us who will continue to support it don’t have the answers for you.

Why are ridiculous, irrelevant posts like this so common? The OP was clear that he enjoys the game overall but wants the game to improve in certain areas. How does that merit a “love it or leave it” ultimatum? Identifying problematic areas now qualifies as “treating this game like a job”? What is the difference between “subjective and objective reasoning”, and what possible relevance does it have in a forum that welcomes and encourages player feedback?

Please give us an option to turn events off

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xev.9476

But it isn’t game-stopping. People are just overreacting and reaching for straws in order to attack it.

It is fully possible to play the game just like normal.

If people somehow have some sort of actual issue with it, you can very simply turn it off. Something that people here seems to completely ignore.

It may not be game-stopping, but in WvW it’s certainly a game changer. You can see enemies through walls – you can’t ambush people.

Please give us an option to turn events off

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xev.9476

In WvW with post processing on you can see people through walls, which completely negates any sort of ambush. It’s a real problem.

3/27/2015 WvW report on Unplayable Skill Lag

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xev.9476

What are you talking about? They have made multiple post in the last few days. They have even made post that solved the provlem for most people I suggested to read the post.

Might I recommend reading the “dev post” section from time to time.

Yesterday GM Talon advised submitting a ticket for continued lag issues but also linked to this: https://help.guildwars2.com/entries/91354558-How-to-Address-Lag ? Is this what you’re referring to? Where are these other “multiple posts”, and what is it that you think they addressed? I find it remarkable that entire zones continue to simultaneously experience massive skill lag. I suppose people across the globe just need to get their kitten together.

WvW Zerg Ranger Build?

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xev.9476

Maybe the pirate meta isn’t as pronounced in some of the lower tiers, but a “front line ranger” is a dead ranger in t1 – a total liability. Going full zerker lb/gs with signets has massive tagging ability and great damage, especially if you trait piercing arrows. As long as you instantly dip out of red circles and stop attacking or switch targets once someone puts up a reflective wall, I’d say glass cannon is the only way to play ranger in WvW now.

Recent Ability Lag in Borderlands

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xev.9476

Another night of logging off, I guess. I just tried attacking something in EBG and, even with an in-range enemy targeted, my projectiles were not only delayed, but the graphic showed them hitting the ground, not the target. This isn’t regular lag, it’s weird warping lag.

New "Destiney's Edge" are kind of annoying

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xev.9476

Just to echo the “don’t shove them down our throats” sentiment: I don’t even know who of any of those people the OP named are. Taimi I’ve never even heard of, and the rest I’m only familiar with in name because of items in the gem store. I have Rox’s quiver and bow, but otherwise I have absolutely no idea who/what this person is. Same with the others. Even though I hated aspects of the personal story, I at least liked that I knew what was going on. If the new xpac features this cast of characters that I’m not familiar with (and assumes prior familiarity) then that strikes me as problematic. I’ve been playing GW2 since the open betas, but I’ve taken numerous breaks and I’m largely a WvW player anyway, but if the new xpac storyline has me unable to understand what’s happening/been happening all on its own, I’d ask that this be considered more carefully. At the very least, consider adding some sort of review cinematic or something. I’m sure new players might appreciate this as well. I can imagine being thoroughly annoyed if the story presumes I have knowledge of events and people I’ve never participated in or seen.

A message to ArenaNet.

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xev.9476

It would be nice, but ESO work totally diffrent than GW2 – at last for points. Also Making something like less players kill more points wouldn’t change anything about zerging, cos atm fighters don’t give a kitten about ppting so adding PPK would just take those all ppters away form zergs

I acknowledged that I was glossing over important differences, but I see no reason to think a PPK system couldn’t be adapted to GW2. That fights-oriented players don’t care about PPT does nothing to diminish my claim that PPK may help diffuse zergs, though. Although fights-oriented players don’t care about PPT, a significant number of players, at least in NA t1, do. If more points were awarded for smaller groups I think a significant number of players would feel less inclined to zerg.

A message to ArenaNet.

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xev.9476

PPK will just have people ignoring the objectives and allow some people to believe WvW was meant to just be open-field zergfests. I politely disagree with this point.

This doesn’t follow at all. ESO has a PPK system in place and objectives are still a primary focus. If you peruse their forums you’ll see that they tend to complain about a lack of incentive for zerging. I’m obviously flattening out all kinds of important differences here, but the lesson is that a PPK system doesn’t necessarily lead to “open field zergfests”. For starters, you could implement diminishing returns (any given player X can only award Y points every so often), and of course points per kill would have to be significantly less than points per objective.

I’ve never been a PPT player myself, but I’d argue that implementing a PPK system similar to ESOs (more PPK the smaller the group that tagged the dead player) would help diffuse zergs.

Stability changes - general

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xev.9476

Exactly.
But check this. If you know where the 60+ blob is you know where they aren’t. So you can 5-man or 10-man cap anywhere else. But you don’t run into fights and are basically playing PPT wars.

Sounds borning.

In t1 at least, people defend almost everything. To counter the amount of siege (and siege disablers) you need numbers – numbers counter defensive siege (more supply for counter-siege, more meteor showers, more aoe healing, etc.). Even if defenders can’t handle the attacking force alone, they buy more than enough time for the main zerg to come clean up the mess. Maybe what you’re suggesting works for lower tiers, but it’s inapplicable to t1.

need brief immunity/strip cap to stab per sec

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xev.9476

What is capping CC supposed to accomplish? If you cap CC aren’t you just continuing to ensure the necessity of blobbing? Prior to the stab changes smaller groups could still take on larger groups and win. With the post-stab changes it’s a little more complicated, but it seems to me that capping CC would continue to privilege the larger force simply because they can potentially output both more stability and more CC such that a smaller force could never hope to counter. Perhaps the suggestion to cap CC isn’t meant to discourage blobbing (and yes, I know the stab changes don’t discourage it either), but excluding the argument for consistency, which I don’t find convincing in the slightest, I’m not sure what purpose capping CC is meant to accomplish.

The New WvW Borderland

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xev.9476

I haven’t read all of this, so apologies if this is a repeat, but my concern is that if defending is made much easier then there is, at least initially, good reason to doubt the claim that the new map will do much to disperse map-queue sized blobs. In t1, the disgusting amount of siege that gets placed (inside keeps and towers, but also in open field) by just a handful of defenders encourages mega-blobbing since, a lot of times, its the only way anyone can take anything. Greater numbers is the solution to the ridiculous amount of siege. So now in the new map it looks like there are a lot of dangerous choke points where defenders can aim their 12 sup acs and effectively prevent anyone from ever taking their objective. The ANet presentation described (seemingly ridiculous and overpowered – perma invis for a zerg? c’mon!) defenses that can be disabled by dispersing the zerg and breaking into smaller groups, but unless disabling those defenses includes an option to negate choke points, it still seems to me that people are going to have to mega blob to take objectives that are defended with inordinate amounts of siege. So my question is: what does the new map do to mitigate the current situation that demands greater numbers to counter siege?

Siege disabler trap

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xev.9476

I just rage quit out of WvW for most likely my last time. These traps are sheer garbage. In the 2 hours or so I played, my map blob didn’t manage to take a single fortified objective. I thought maybe these traps would encourage more open field fighting, but instead enemy map blobs seem content to send out a few thieves to continuously disable all rams, catas, and trebs and sit smugly behind their walls. For the rest of us who aren’t thieves or attempting to man siege, these disabler traps have produced nothing but a whole lot of waiting and boredom.

Suggestion: improving Defiance

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xev.9476

lol you want mobs to be harder but complain when they don’t stand in AoE and catch all the damage with their face?

I do want more difficult encounters, but I’ll continue to complain when players perform mindless actions that make already boring, easy encounters last a bit longer.

Suggestion: improving Defiance

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xev.9476

I’m all for improving PvE encounters, but I don’t see how simply addressing the defiance mechanic will do anything to forward that goal. I think champs just need a total redesign; they’re too easy. To my knowledge, no mob requires skillful interrupts to defeat. You say that defiance is problematic, but the only reason you gave is that it “makes CC feel ineffective”. I’d agree, but if they just addressed defiance without reworking encounters altogether then CC would still seem ineffective because it would still be totally unnecessary. Frankly, I wish most champs were entirely immune to CC, it would make all the rangers and mesmers spamming 12345 less irritating – they wouldn’t be able to knock mobs out of AoE.

Necro one of best prof for havoc squads?

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xev.9476

I was referencing escape/survival cooldowns. I was not counting the numerous weapon cool downs which all classes generally have up. When a hammer train focuses the back line, useful GWEN model necros drop so fast it isn’t funny. The ones that don’t, have limited damage/utility output. Contrast that to the heavies which offer both great survivability and utility/DPS. Even GWEN Eles have better large group fight survival skills on tap. As I pointed out Necros are necessary, useful and powerful in large group fights but their lack of mobility and survival skills makes them often the first of the GWENs to be focused and the first GWENs to go down.

What does the line I highlighted mean?

The point I’m trying to make is that necro’s lack of escape abilities is a fair balance to everything they bring. Yes, a backline silly enough to stand in a melee train is going to get steamrolled. In turn, a necro heavy backline decimates hammer trains before they can even do anything. We saw this in GvGs all the time: whoever brought more necros tended to win. My point is that necros, contrary to your suggestion, shouldn’t get any kind of mobility buff because necros are already so powerful. Imagine a harder to kill necro backline. No thanks!

Necro one of best prof for havoc squads?

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xev.9476

In zerg play they are necessary for boon striping/corrupting/condi-pressure/etc but they tend to sit on cooldown for much of the fight. Add in their limited combat mobility and they often get rolled over by the hammer train. They are still vital for the GWEN model but it is easy to see why they either need more escape or better up-time in large group play to be as powerful as the heavies.

I don’t know what necros you’ve been playing with, but I’m certainly not waiting on CDs in a zerg fight. Most people run some variant of zerker with staff and axe/whatever. In addition to all the marks, two of which are on short CDs, you also have at least 2 wells, DS 4, 5 (and 1 if you trait it to pierce – amazing dmg), axe 3 (which does 2k dmg to 5 targets, boon strips, and cripples), and of course your elite. I’ve never been out of things to cast or resorted to auto attacking (unless I’m in DS) as a necro. They certainly don’t need any buffs to be as powerful as heavies either – they hit like a truck and decimate hammer trains.

Next tournament starting date??

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xev.9476

Hah! Sept. 12th is also the day ArcheAge headstart begins, just like last season was held when ESO released. When’s the next MMO due out? I’ll expect season 4 then.

no real content, people arent playing as much

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xev.9476

I wouldn’t even bother engaging the “there’s nothing wrong/LS is good, steady content/there’s plenty to do/you’re just being negative” crowd on the forums. Anyone who WvWs with any regularity knows that the population has decreased dramatically, and that whole guilds are disbanding and leaving. Anyone who’s been around longer than 6 months knows that, prior to the megaserver change, the majority of PvE maps were complete ghost towns outside of a few t1 servers people flocked to for temples and world bosses. And anyone who can read can see the numerous first person accounts of massive teq, dungeon, and RP guilds reluctantly fleeing GW2 on Reddit and elsewhere.

…and then you come to forums where there’s an eager squad of white knights waiting to pounce all over your observations with a knock-down, “nuh uh!” Why even bother?

ANet, I need a goal.

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xev.9476

You could play something else for a while until there is a new goal in GW2.

I mean, c’mon. He presumably posted this in the forums because he wants to play this game, but for those of us who have been around since launch, content has dried up. Suggesting he play another game is frankly stupid and irrelevant since he’s offering constructive feedback on what he’d like to see in this game.

(edited by xev.9476)

Does LS eliminate the need for an expansion?

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xev.9476

There aren’t words for how much I loathe the LS, and if GW2 wishes to continue to output LS in place of an expansion, then it’s clear this game is no longer for me. Expansions, at least for me, revitalize my interest and generate buzz and excitement – new skills, new dungeons, new monsters, and, usually, a whole new ambience based on a series of new maps, geography, etc. With LS I instead get the destruction of beautiful/interesting zones (Kessex Hills, LA) and often have no idea what happened or why. I’ve played on and off since launch, so for those few months where I’m absent I’m left wondering what happened to whole zones, which speaks to the utter lack of replay value of LS – having been absent, I can’t even play it once! And we’ve had, what? two new zones added in two years? That’s not even close to expansion level content, map-wise at least.

What’s ultimately most frustrating, however, is ANet’s horrible wall of silence policy which prevents them from laying out a road map outlining where they want to take the game. No hope for expansions? just LS? Who knows? I’m tired of checking in every few months in the hopes of engaging new content; my hope has turned to frustration, disappointment, and anger. Please – pretty please – may I have an outline of what you want to do with the game, ANet?

And this is why you should change your policy

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xev.9476

Trouble is that the noise is being made by a tiny minority of players who inhabit the forums. The vast majority who play don’t even come where and only hear about changes when they log in and then check wiki

Trouble is that you make a massive assumption in that the people not voicing disagree with the people voicing their opinion. You don’t know this. No one does. So trivializing the issue is rather disrespectful. To be honest it borderlines hypocrisy.

I make no assumptions at all, nor is there a trivialising of any issue. You’ve chosen to extend a simple statement into something completely unrelated. My statement was simple.
1. There are a small number of ppl, relative to the total player population, who regularly come to the forums to speak up about issues they’re unhappy with
2. People who don’t come here regularly generally don’t hear about changes until they’re implemented.

It’s very presumptuous of you to attempt to put words into my mouth. In fact I challenge anyone to see anything in my statement that says otherwise. To be honest your presumption is offensive

Challenge accepted.

Your initial comment began by saying “trouble is”, which indicates that you’re offering up your statement as a challenge to the OP’s contention that players are dissatisfied with the lack of communication/content. It seems amply clear that your initial comment was intended to dismiss and minimize the amassing player concerns and complaints on the forums. Connor’s response is spot on.

WvW can be so exciting

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xev.9476

New meta! Peace out, hammer train! Hello, siege train!

Why Guild Wars needs an expansion

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xev.9476

snip

Give me a break. I didn’t state that you were against anything. I asked a sincere question because you seemed to be arguing against the addition of new content. Your clarification that you’re simply against expansion content is helpful, but still silly given that it doesn’t incorporate suggestions to give content more longevity via better designed encounters, varied PvP modes, etc. Another poster noted above that replay value is key. So, sure, lots of expansions have content that can be blown through in quick order. But it’s not that people are just asking for an expansion, but expansion content with longevity and replay value. Given that GW2 seems to be hemorrhaging veteran players, I’d say there are excellent reasons to think shabby LS content (which does nothing for PvP or WvW players) is insufficient.

Why Guild Wars needs an expansion

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xev.9476

Please don’t resort to strawman arguments please. Nowhere did I state that I did not want content. I just don’t think expansions are a good idea with this particular game. There are other ways of releasing content.

You just want all of the content at once. That is all. Once you’ve exhausted all of that content within a matter or months and become bored, we’ll be right back here where we are now.

I asked a question – if you were arguing against new content. That’s not a strawman, it’s a question, and I’d wager a good one since several people have pointed out how silly your claim that people exhaust content in a month or so is.

Why Guild Wars needs an expansion

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xev.9476

So what happens to the player base when they have exhausted all of the new content from an expansion within a month or two, like they do for each living story episode but in days, and then have nothing to do for the next year or two until the next expansion?

Are you offering this up as some kind of weird counter argument against expansions? Are you trying to argue against new content?! People have already grown weary of the same old content (they’ve been weary for a good while now), so I imagine if people exhaust new expansion content we’d have a situation somewhat similar to what we see today. However, major complaints are aimed at the quality of content currently in circulation, e.g. poorly designed dungeon encounters, stale PvP, WvW, etc. If ANet stepped up their game and started producing, for instance, multiple game modes for PvP and dungeon encounters that didn’t all involve 5 zerkers stacking, then I’d wager there’d be a significant decrease in player malaise and frustration, and an increase in content longevity.

I think an expansion is absolutely necessary for GW2, especially for those of us who loathe the LS. I hate the small piecemeal pace of it – I don’t want a single new map (or an ugly rework of an existing one – I’m looking at you, Kessex Hills) every 6 months or so, I want a whole series of zones to explore (please gawd give us Cantha and Elona at some point!) complete with new dungeons, factions, etc. Part of the charm of expansions, at least for me, is that it gives games a freshness, it makes the game feel shiny and new again, and I’d very much like that for GW2.

Factions and Reputation

in Guild Wars 2 Discussion

Posted by: xev.9476

xev.9476

It does sound like a rep grind, but I happen to love rep grinds because they add another goal post to shoot for. That’s obviously not a terribly persuasive argument, but there it is.

"Dead" Servers

in WvW

Posted by: xev.9476

xev.9476

Yes FC and ET r not dead.
But the gaps r big, not just a couple of hours.
And max 30 players weekends, normaly 15, and too many 10- runs ><

Long hours with almost no one on the map and a mere 30 players on the weekends exemplifies the meaning of “dead”, imo. I recently transferred off of Mag and it was so empty that it was unplayable for me. WvW in the lower tiers sure seems like a completely different game…

Anet please give us an honest answer

in Guild Wars 2 Discussion

Posted by: xev.9476

xev.9476

To the OP: You certainly feel ‘Entitled’ don’t you.

If you actually look at the forum, A.Net is trying to engage again but with rants like yours, I see them pulling away because it is a ‘darned if you do, darned if you don’t’ mentality.

Unnecessarily personal, perhaps, but your posts are some of the most obnoxious on the forums, and they exemplify the absurd “white knight” syndrome going around. It’s predictable and pointless. Someone chimes in to voice a concern or request new content and cue obnoxious WK to butt in and accuse everyone of “not understanding”, being “entitled”, and senselessly defend ANet’s “right” to do what it wants. The last is especially bizarre because forum requests/complaints aren’t legal challenges to ANet’s right to do anything – they’re requests, feedback, attempts to dialogue and engage ANet and to hopefully change the game for the better.

If we really want to talk about a sense of entitlement let’s talk about the WKs self-appointed authority to tell everyone to “love it or leave it”, and call frustrated players who voice concerns “toxic” and “negative”.

Brainstorm: Key Discussion Points

in Guild Wars 2 Discussion

Posted by: xev.9476

xev.9476

seriously frustrated wvwer, this is not a bug-list, start reading the actual topic

You should try reading my post in its very short entirety, as it’s very clearly not a bug report, but an example of why I don’t find Colin’s suggestion helpful, which is exactly what this thread is about.

Dont account bound the birthday blaster

in Guild Wars 2 Discussion

Posted by: xev.9476

xev.9476

Why is it that everytime someone raises either a legitimate complaint or requests a minor QoL improvement some kitten has to make a thread demanding the maintenance of the status quo just because?

Account bound Birthday Blaster please

in Guild Wars 2 Discussion

Posted by: xev.9476

xev.9476

bump +1

/15char

New Weapons?

in Profession Balance

Posted by: xev.9476

xev.9476

I’m not talking about new weapons as in new types of weapons being added, I’m talking existing weapons being opened for professions that currently cannot use them. For example, staff Ranger, great sword necro, or axe thief

If you go the GW2 General Discussion tab in the forums you’ll see several posts by developers rehashing their absurd policy of not being able to talk about anything in development. It sounds like cynicism, but it’s really not! ANet actually has a policy prohibiting them from communicating with players. In other words, no one knows what’s in development anymore because ANet’s ridiculous policy prevents them from discussing it.

Brainstorm: Key Discussion Points

in Guild Wars 2 Discussion

Posted by: xev.9476

xev.9476

As stated back in my first post, the concept here is to simply provide more visibility by providing a list of top tier game areas we’re aware of or concerned about so it’s visible to players.

As a frustrated WvW player, this doesn’t do anything for me. I only care that you’re aware of a problem to the extent that a solution is actively in the works – something your truly bizarre company policy prohibits you from sharing and discussing. For instance, I’m certain that the relevant ANet parties are aware of some WvW bugs that have been in game since launch, like the immobilize upon siege deployment bug. A sticky highlighting that ANet is aware of the issue, then, is about as helpful as a soiled diaper. For me, at least, it just leaves a bad odor, reminding me that long-known issues have received inadequate responses.

What's happening to T2 guilds?

in WvW

Posted by: xev.9476

xev.9476

I agree with the earlier post in that the “GvG(I don’t think anyone should call it that) guilds” killed themselves off.

Guild vs. Guild shouldn’t be called GvG? And (presumably, since you’re on YB) lacking any first hand knowledge and any semblance of an argument you agree that GvG guilds killed themselves off? Sounds like players from other tiers have a real handle on the situation!