Showing Posts For windwarrior.2690:
I would prefer some level of clipping.
Thank you Gaile for the heads up, however, from the raiding community I think any change to Signet of Inspiration (SoI) can be very bad especially with the nerf to naturalistic resonance.
What we are concerned about is the diversity of raid composition, lets say that a single mesmer no longer can maintain quickness on 10 people. Then the revenant will lose its spot to another (commander’s) chrono and a maybe still we wont have permanent quickness.
The problem with quickness however is that its asymmetrical to classes, we did the math and a class that mostly autoattacks is hit harder then a class with an intricate rotation. So, if the uptime of quickness goes down compared to the current meta, thief and guardian will lose their spots to elementalists.
In this hypothetical composition of 2 chrono’s, classes that are affected more by alacrity will be favored over classes that don’t. This once again means that elementalists will get favored over thiefs/guardian.
Overall, what I am really afraid of is the diversity in the raid meta. To be honest, the diversity is pretty good as of now, most classes have a spot or are ‘near’-meta.
I agree with both views, in an average week I will clear most bosses multiple times per week. I kill Vale guardian somewhere between 3 and 6 times a week, and the rest usually at least twice. I enjoy the challenge more then I enjoy doing a meta or so, so I’ll keep repeating them with friends.
Adding more rewards would benefit me greatly, since I do bosses a lot I spent a lot of money on food. Adding some sort of reward is only sensible if you ask me.
However, blindly adding a +1g reward on all next daily kills or adding T6 materials might mean people start griding them and get burned out, which was stated before, the rewards should reward people like me that volunteer to spent money on raids not on people who are content with only doing them weekly.
Also, to prevent getting burned out from bosses, I think the ways to make extra money or rewards on new kills should be dictated in a way. Therefore I was thinking about a system of daily oppurtunities much like guild missions. Add specific conditions to certain fights, and make those a daily thing. An easy oppurtunity might be to do Escort or Trio, a medium oppurtunity might be to do VG with killing the bosses 10s apart whereas an hard oppurtunity might be to do last cannon on Sabetha. This would incentivice players to do a wider variety of boss kills making them less likely to burn out but also increases rewards so that players that replay the content get some of their expenses back.
Other oppurtunities might be having instabilities at the fights, beating a boss within a certain time, with a certain party restriction, whatever… Anet should be creative on this
(edited by windwarrior.2690)
I have exactly the same problem, should I contact support about this? I already contacted support this week for some error of mine :/. (Like I was stupid and I did not look closely enough when using a legendary recipe :’) )
(edited by windwarrior.2690)
From the blogpost about the beta:
Not only will you be able to take your characters to the jungle, you can take them into the existing game world as well! PvE, PvP, or WvW—feel free to try out the new profession or elite specializations on the live game with all your friends and guildies.
So I guess we can use our new characters in fractals.
Furthermore, you can do fractals without the AR, thats very true. But no boss fractals (Jade Maw applies passive agony), and you have to dodge everything correctly.
Opening fractals is indeed another problem, if your personal reward level is not copied you can open on another char I guess. Point being, I like to use the new specs in somewhat harder PvE content.
During the last beta we got gear boxes, and it was awesome. Being able to select your favorite stats was very nice indeed. Sadly one thing was missing, Agony Resist. I for one would be very happy to try the new specs and revenant in Fractals. But because of the lack of AR we cannot reliably go higher then 9..
So, my proposal is: an ascended infused backpiece with selectable stats, and a crazy high agony infusion (+25 or so). Its not like we can sell it anyway and then we can do fractals up to 29.
Warrior skill “Frenzy” got its downside removed (confusingly called frenzy as well), will this also go for engineers Elixir U? It currently gives either haste or frenzy. I think that will be more in line with what happens to the warrior skill, and remove randomness from the engineer profession.
Obviously, keep in mind the toolbelt, which is also strong.
I think the nicest solution to sort the items on whether you can use them, make a list on the top of the vendor dialog with “Items you can hold”, and further down the dialog a list of “Items you cannot hold”. You can even grey out items that you cannot hold to make it more clear.
I think that an hidden option somewhere in a menu is not friendly to new players.
This postmight seem silly because it is. I posted a bug about 30 minutes ago via the system ingame. I thought that my “plush tybalt backpack” disappeared but it has gone back to my bank :’). Can I close my own bugs :P?
(So to Anet devs: please disregard my bugreport)
RoF has the non overflow and one overflow full all the time, and RoF is a low pop server.. Think you need to choose a better moment or spam LA chat that you want to kill it
And, I was pleasantly suprised by this boss, was expecting a shatterer-like (not that thats no fun, but its certainly easier and requires less tactic) fight, especially with the wurm release at the same time, but you guys managed to build a fun and completely challenging boss that is extremely well balanced and tweaked. It got me yelling at my computer when I was in a ring killing the last champ at the last chance with not much time, totally worth it.
Love this update! Keep it up
wayy ahead of you man
I disagree about the NPC, I actually like it that we (the players) need to figure out what to do, thats just natural. Today we stuff games with tutorials and hints and whatnot so that all players immediatly get what to do, but sometimes trying and failing some times is just as much fun as being told what to do.
(.. cleaning this post for shortness, just scroll up ..)
(.. cleaning this post for shortness, just scroll up ..)
I can certainly appreciate the complexity in a boss fight, especially in a game like this. In fact i have been pushing for more complex boss fights that require higher manned dungeons and raids for quite some time. The problem lies with the fact that it is plainly obvious to just about everyone that none of this was well thought out from a gameplay perspective, or tested for that matter.
You create a world scale boss fight that requires the entire zone to cooperate, yet the zone is too small and it constantly keeps pushing players into overflow, you get a mix up of pros and noobs all trying to go their separate ways, some commanding via TS, some not even listening. Then you have a boss fight that not only requires the coordination of 3 of these groups in the zone, but you only give it 15 minutes to happen on 2 hour windows, and then make the boss fight so ridiculously hard (hard, not complex at all) that it’s virtually impossible to complete for even the most well coordinated servers. On top of ALLLLL OF THAT, the rewards once again….BLOW.
This is, literally, classic living story at its finest. No one really is even speaking on the fact that zerg’s of this scale are absolutely terrible for most people with the way this game handles CPU usage. You listen to the chats, TS or map chat and all you here is misery over the lag, the disconnects, the FPS, etc etc etc. The experience might be good for you but for 80% of the rest of the population, this kitten is not cutting it.
Zerg based fighting is certainly a problem for older hardware, thats also a problem in WvW, but is not something that can be easily fixed. This boss is designed to be challenging, if you could just force it to die by bringing more people it would not be challenging anymore. I think it was really meant to be fought with one big group of people with amounts nearing overflow, which does however cripple some computers.
Furthermore I think that people just need to get the hang of this fight, bosses like the shatterer are “stand here and you wont die, smash your skills to bring it down”, this boss requires more strategy. And sure some people just stand there and smash 1, but as time progresses and people get the hang of this, that amount will go down. Then to the overflow problem, lets say that a map can hold 150 people, then each boss has to be brought down by 50, seems quite reasonable to me.
The rewards will be something like the Tequatl fight, 1 gold and a few chests containing equipment I guess, maybe thats not that much to you but I do appreciate it. If this boss just drops guaranteed Ascended equipment the value of those items would go down drastically, something that Anet has to avoid. Its a 15 minute fight and 1 gold/15m + chance of ascended items is quite a good gold/time ratio.
Maybe you do have a point about the 15 minutes, as I said, I havent really fought it down to the end, RoF was really just trying to figure out what to do, maybe more time is appropriate, but thats something I can’t say right now. For now, lets see how this fight progresses, if it isn’t won by tommorow I have to agree with you, but for now I think that its just the inexperience thats holding servers back from completing it.
Edit: let me add some small things, it might not be silky smooth yet, but I do think that this worm has great potential, the pre quest was fun (I really liked the dialog thingie) and the wurm is certainly interesting. I always like to look from the positive side and I think that in a week or so this fight will be loads of fun
(edited by windwarrior.2690)
I like the new update, was in both fights and failed both. The new content is actually hard, the Wurm is a new Tequatl (that fight is really cool) and above all a lot of new dialogs are added.
The bosses are fun to do, both featuring an unique element to them. The marionettethingie is harder then I expected and the first time I tried the worm we failed to even scratch it
No the bosses are impossible. Has any server beaten them yet? Or better question, has any server come close to getting ONE of those wurms to 50%? The problem is, none of this stuff is tested on a large scale prior to release, and an even bigger problem is its just a hodge podge of crap thrown together in one boss event that they call “dynamic”. You cant throw all these different things to do in a boss fight, along with spamming 30 second stuns and knock downs, and then only give you a 10 second window to damage the boss with a ridiculous amount of health in a 15 minute window for a mission that requires 3 separate command groups on different areas of the map.
The worm only spawned twice on RoF, first time we completely failed but got an idea on how to handle it, second time it was bugged (that happens, nothing to do about it besides patching it, can’t blame Anet for not delivering flawless code), but I find it really cool to see the servers struggling to tame this beast and think that somewhere in the next days it will be killed.
For me content that is instant farmable is no fun, let the servers get the hang of this beast and eventually we’ll figure out how to be effective in killing it. Remember, its a boss on the same scale as Tequatl and is designed to not be killed easily.
I like the new update, was in both fights and failed both. The new content is actually hard, the Wurm is a new Tequatl (that fight is really cool) and above all a lot of new dialogs are added.
The bosses are fun to do, both featuring an unique element to them. The marionettethingie is harder then I expected and the first time I tried the worm we failed to even scratch it
Today I got to 500 Huntsman crafting, and I wondered if I could sell subpieces I could make. For huntsman all level 500 recipes generate account bound items.
Then I started looking around, but in ascended armorcrafting it is possible to sell the subpieces (Like the: Elonian Helmet Padding), even more interesting, the “Zojja’s berzerker inscription” created by a Huntsman is accountbound, but the one created by a Weaponsmith is not? (please confirm, I only verified this by looking at the TP, the one created by an weaponsmith is buyable)
Why is this?