Showing Posts For snsdmarryme.3721:
Remove contesting a dungeon gate! It is obsolete feature!
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I would recommend ArenaNet to just separate out the “raiding/gold farming” contents and “achievement” contents. These two contents mix badly. Simply put, the normal MMOs are designed such that the players would go permanent raid/dungeon instances for farming gold. Please just leave those special one time only instances for achievements only.
By the way, ArenaNet should already know this CT design is a failure, as there are many dissatisfied players.
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- “OMG there is nothing challenging in this game!!”
- Patch hits
- “OMG this is too hard, make it easier!!!”I love these forums sometimes.
I see your sarcasm in that, but then you failed to realize that you are criticizing your own quotes (Nobody actually typed those 2 statements that you’ve quoted).
I agree that this achievement is too difficult to most players, just remove the bloody gold rewards and rebalance the mobs such that it is achievable. What’s the point of making a game that most players can’t enjoy? If ArenaNet has a tester team, I would confidently say that the team is a complete failure.
Why punish those who have not exploited that bug? ArenaNet should just fix the bug and punish those who exploited the bug instead.
Apathia should have lead the pack… but guess what? Anet killed her! …zzzzz
Same problem has happened to me…. please fix it because I need to complete my daily achievement….
It would be best if you allow re-customization of everything, except the personal story selections. Meaning, please allow renaming through the one single re-costumization process.
Rule#1 for online game item: Value depreciates over time, therefore price will come down. This is regardless of drop-rate because it is how much the whole population values that item. For example, there is now a new and better item, or there are now more ways to acquire the item or its ingredients. As a result, that item’s value depreciates, simple as that.
Even I can answer your question. Everything price drops in an online game. You paid the high price for acquiring the item earlier than most people. If I were you, I would just sell it now for a lesser lost in its value.
I’m not making this up, Arena-net did scale down some of the PVE stories for this class. For example, when I was doing the “Defend the Claw Island” or the “Retake Claw Island” stories with my elementalist last time, the story was way too easy than my other classes, I didn’t even die once during that story. Where the same stories, my warrior died at least 8 times before completing it LOL.
The problem with the elementalist class is there is only 1 or 2 viable builds. Most people who did well in this class are running the current most powerful elementalist build, that’s the dual-daggers + evasive arcana build. The other weapons/traits are weak in DPS or survivability. The other problem is that you can’t switch weapon during a combat, this is a huge disadvantage to the class, IMHO. Luckily, you can still simulate weapon switching by sacrificing your utility slot for those conjured weapons.
Fix these 2 problems, and the class will shine.
Cut down on damages over time, and put some direct damages back on to Fire trait. Make only one good healing skill, but all decent damaging skills on each Water weapon set. Current water weapon skill sets have too much healing and pathetic damage.
The elite skill Tornado underwater is broken. That skill can be interrupted by mobs, when that happens, your skill stops doing damages but you never return to your character form. This basically makes you a sitting duck for direct damages.
Elementalist should have a pet/familiar, just like the other 2 light armor classes have their own league of protectors.
Multi facited….versatility…. I am not sure, but I would guess those 2 statements are pretty much the definition of claiming a class to be a support class.
multi-faceted spellcasters . That phrase does not mention anything about support. The adverb versatility in fact applies to all classes in this game because this game claims there is no the holy trinity concept. The word versatility does not relate to the word support.
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A high average of 2s is reasonable for level 80 travel, especially when used sparingly. Since I’m a cheapskate, I run everywhere on foot and I find that those places that seem so far away, really aren’t that far away once you just start running it.
This still does not justify the cost for respawning a defeated character. I never spend any coins traveling within the same map, but I still find myself poor because I spend my coins respawning my character whenever it is defeated or stuck some where.
IMHO the current traveling costs should be reduced by 50% or make it very cheap traveling within the same map by not factoring the character’s level…
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Please don’t forget this same cost applies to re-spawning at a Waypoint that is just next to your defeated character… IMHO it is overly expensive, this is why I try not to die as much when higher levels, but if I do die, I always try shout out to see if someone would be kind enough to help give me a revive.