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BlueLycan.8510

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Everything posted by BlueLycan.8510

  1. I'm certainly glad to see this and appreciate the acknowledgement of our concerns. But I do hope "compensating" doesn't mean still taking away the functionality and just giving us a free booster or something silly like that. It's not about the hard work that I put into getting the runes so much as being about the fact I did so to never have to worry about changing my builds to try something new on any character ever again. Either way, thanks for considering the impact this has on those of us with the runes. o/
  2. The lack of any word from Anet on this so far is not very reassuring. Pure silence speaks volumes.
  3. Whoa whoa whoa there, I did -not- farm 6 legendary runes for no reason here. I did that on purpose so I would never have to worry about trying new builds on a whim whenever I felt like. This is not okay. They need to compensate for the change and give free legendary relics to people that already have the runes... and honestly the fact I have -SIX- legendary runes when there's only ONE relic slot now feels extremely invalidating. This was not a good move Anet.
  4. In my honest opinion the problem is that there is too much focus on fractals. What's really happening here is that it's "dungeon content" but all being kept in one place and required to be completed daily. In addition to that, literally all of the rewards and some of the most effective ways to make gold are locked behind specifically fractal dailies. This means you must do fractals everyday which is extremely monotonous and will cause burnout real quick. I personally think this game could benefit from spreading fractal rewards back into other parts of the game instead of funneling everyone into that specific niche. Where else could these rewards be spread? Simple: New dungeons. Yes I know the old ones were buggy as heck and everyone will say they do not like them, but that is because they were made with spaghetti code that would doubtlessly not be repeated going forward. What is the benefit to making new dungeons? Connection to the world and story again. The issue with fractals is that they are very loose in the universe. It does have some cool and interesting stories but let's talk about fractals like Deepstone. Deepstone is a missed opportunity because it would have been awesome to have a whole tomb-raiding themed fully-fledged dungeon that could have helped build the world and give people a reason to go back to areas in Elona even if just in passing, as this could have been the perfect chance to expand on the Derelict Delve in the Desert Highlands. What I'm trying to say is, creating a bunch of new and exciting dungeons could be a great way to deliver that same 5-man content people crave while also expanding the world and connecting the 5-man content to said world, thus increasing interest in the living story overall, even for those whose interest is normally only to do content. Think about it, when you're surrounded by a bunch of robot cat golems, you can't help but ask "what the heck is going on with those?" as they meow at you relentlessly. My last piece of feedback is that, first of all, I used to raid regularly, having done all of the challenge modes when they were still new, buggy, and actually hard, and I can tell you with certainty that fractals are much harder. Why? Raids are made with mechanics and patterns in mind that you can eventually learn and memorize; it feels good, it feels satisfying, it feels fair. You know that when you wipe, it's because you did something wrong. Now if we talk about fractals, the opposite is true. It's complete chaos, there's a million high damage AUTO attacks and stuns being spammed in all directions at you and you can't do much about it as you're wailed on by the many DoT instabilities piling up on you. When you get hit once, you're knocked down for a good 5 seconds and there is nothing you can do about it. This makes playing squishy classes and squishier builds like elementalist feel more like a pain rather than fun, and you're rewarded half as much. Why play something squishy when you can play dragonhunter and be stupid tanky and pull out huge damage for 0 effort? Your healing is butts because agony is well... agonizing, and it's overall just a very anti-fun experience. So why is there any fun to fractals at all? Because fractals like Nightmare and Shattered were actually made in a similar (not exact) way to raids. The bosses were made with patterns and mechanics in mind. The only problem here is there's still a lot of bullpoop instabilities and high damage values wailing on you that you can't effectively heal since your healer is crippled by agony; in other words, the chaos is still there on top of those mechanics. If you want to talk about why raids are not attracting more players: first of all, people don't come to GW2 for a hardcore game. This is known as -the- casual game. Second of all, I think strikes are a great idea, but the execution is a bit poor because there's a lot of visual clutter in these fights. If you want my opinion of good examples of content progression, I think Final Fantasy 14 hit the nail on the head. Dungeons -> Trials -> Raids -> Extreme Trials -> Savage Raids -> Ultimates. In gw2's case I would say something like Trials -> Extreme Trials -> Savage Raids is a good way to progress. If you're not sure what any of that means, I suggest looking up how FF handles things. Good examples in my opinion of normal trials are Tsukuyomi, Susano, Lakshmi, and extreme trials are again Tsukuyomi, Titania, and Innocence. Eden's Leviathan and Titan (both on Savage mode, not normal mode) are hands-down what I consider to be extremely well made and satisfying fights. I don't think guild wars 2 will ever reach that difficulty, nor do I think they should, but maybe anet can learn a thing or two by watching how those fights work and were made to get an idea of what fun and fair mechanics are. Most importantly all of these fights tie into the story and are relevant to the world they're in. Anyone who's done it can easily tell you Tsukuyomi was one of the most impactful fights in the game story-wise with very fitting mechanics and a badass fight. And one more thing: the solution to Living story maps becoming useless after they are played once, is NOT to break them up into two separate updates. This just means overall we get less content that's equally useless in the long run. Focus on giving quality and replayability to these maps, NOT reducing them. Don't add annoying map mechanics like the brand storm or the snow debuff in the Bjora Marches. These are incredibly annoying. Don't add a plethora of mobs to each map, it completely destroys any chance of fantastic RP spots being used in a game that was originally MEANT to be a casual RPing game. And not every map needs a meta event. Find replayability in other ways because when almost every map has a meta, you spread the playerbase too thin and some of them either can't be done later in the day or just why would someone do Dry Top when you can do Octovine? I personally do not think meta events actually add any real value to the game or maps, but that's just me. You have a huge highly diverse and expansive world. Use it. Connect it. TL;DRI think Anet could benefit from spreading the rewards from fractals into new dungeons, which could serve a dual purpose of delivering much needed and wanted variety into 5-man content whilst providing a gateway to making connections with the story of all these new and fantastic maps we have that otherwise go completely unused after their episodic release. Also for new maps: less mobs, less annoying mechanics, more RP spots.
  5. Item: Spearmarshal's VestmentsRace : CharrGender: MaleClass : Mesmer (Mirage if it matters)Problem: There is significant clipping with this chest piece on the smaller figure options; the sides clip and the flaps clip.Also, I think it is safe to say that the same thing probably occurs on the Elonian Vestments as well.https://i.imgur.com/Xz6GBqS.png
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