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Vargs.6234

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  1. I have a reasonably high tolerance to this but it's gone way too far, and has been that way for a long time. About half of the playerbase seems to feel like more glowy = more better and looking at their them is like staring directly into the sun. The only reason you can tell that it is a character and not a celestial body is because of the giant (glowing) wings poking out of the back. Honestly it's incomprehensible to me. I get it when you've got a technicolor Charr with super saiyan hair. That guy is trying to be absurd. But most are out there committing unspeakably heinous fashion crimes and thinking "yeah, this seems good." Look like they've had their wardrobe ideas plagiarized from the scrapbook of a 7-year old child who is endlessly trying to one-up his previous superhero drawing.
  2. I'm definitely in the camp who likes difficulty in MMOs, but being harassed by easy mobs every 3 seconds when you are trying to check your map really isn't anything except annoying. Especially terrible on my mesmer because the clones aggro even more garbage. Please, I just wanted to chop down this wood, not fight every single trivial mob in a 2-mile radius. I prefer HoT's mobs. They're a lot more dangerous but you don't need to kill every single one of them in render range whenever you stop moving.
  3. Bleed only stacked to 25 even on world bosses, so incidental bleed from power classes would cap it out, meaning condi characters couldn't do anything at all. Poison/burning didn't stack and torment didn't exist. There was no such thing as expertise. Tons and tons of destroyable objectives were present in all content that conditions could not be applied to. Condis were extremely trash. Ride the Lightning went way, way farther than its tooltip range and was the most fun skill in the game. It was nerfed forever in all gametypes thanks to WvW balance. You had to get map completion in all WvW maps for full world completion. Depending on how successful your realm was this could take weeks.
  4. This is one of the biggest things I hate about soulbeast. The effect is so gaudy. As an asura I can barely even see my character under it. It's a Fashion Wars travesty that pushes you towards a brown/green dyed nature-y look because anything else seems out of place.
  5. I play a bunch of asura and the handful of faces that were added a long while back are...not so good. Very uncanny valley. Weird plastic skin. It feels like an intern made them or something because they are very "off" and not consistent with the rest of the game. I'd love to see some new ones. Also love seeing new Sylvari customization options just because they're all so different and interesting.
  6. I really like the idea of boosting core professions or nerfing specializations so that they are on par. There are several core builds that I enjoy more than the specialization ones, but it's impossible to justify playing them. And even as someone who owns all the expansions, it seems kind of exploitative to introduce paid content that makes you far stronger than players who do not own said content in a game that was never supposed to be about vertical power increases. I'm pretty anti-power creep on the whole, as well. Unfortunately I don't think Anet went anywhere near far enough to make this a reality, and I'm not so keen on some of the specializations they decided to nerf first when others seem like better initial picks. Hopefully they continue farther down this path.
  7. I'm in this situation right now and it is agonizing. The new/returning player experience is atrocious. Can't keep up with the group and oftentimes don't make it to objectives before they get captured. Sometimes I'll fall far enough behind that I'll get annihilated by packs of roamers picking off people such as myself. If I'm with some folks and they back off because there's a larger enemy force, I'm left behind to die every time. When I'm running back I am the easiest target imaginable to anyone and everyone because they can choose whether we engage and I cannot. I don't even get swiftness from other people in the group anymore since everyone just mounts up. Hope you aren't playing a class/build without easy access to it. This is coming from someone with a decent chunk of prior WvW experience from years back. A completely fresh player having to deal with this AND the usual issues of starting out in WvW is going to have a very, very bad time.
  8. I just started playing again and am very disappointed to see that GW2 has dps meters. The lack of them was a huge boon in my eyes. They stress me out and turn what should be a cooperative experience into a competitive one. I became accustomed to topping dps meters all the way back in vanilla WoW and ever since then I find it completely unacceptable to not be in the #1 spot. What should be a chill, fun group activity where everyone works together becomes the opposite as I stare down some meter to make sure that I am above everyone else, hoping that they screw up so that I can pull farther ahead and feeling like garbage whenever I make a minor mistake that doesn't matter at all but does reduce my damage for that run. I find myself constantly doing dangerous things for the sake of ensuring the highest uptime possible, even though the group would be better served by playing it safer. I don't like buffing or helping others because they are competition on the meters and I try to avoid doing encounter mechanics, instead letting others deal with them and the associated loss in dps. I'll pad out my meter on things that don't matter, even blowing cooldowns to do so when they would be better used elsewhere. You could say that this is just a "me" problem, but coming from other games with dps meters, this mindset is incredibly, incredibly pervasive and is difficult to escape from. What's more is that they are completely unnecessary. Before GW2 had meters I had little issue figuring out who the good players were. Last year I was playing project1999, a classic everquest 1 private server which only has very limited parsing tools that almost nobody uses, and it was still perfectly possible to tell who was skilled without everyone having to obsess over a somewhat arbitrary number at all times. Another issue that I take with this is that it solidifies meta even more. Without meters I don't really mind if I'm playing a class that doesn't quite pump out the same numbers as another. We still get through things just fine. I played ranger and necro in dungeons/fractals pre-HoT on a semi-regular basis even though they were pretty terrible, and it wasn't an issue. But with meters, playing a weaker profession means that you are going to fall lower on these ever-present rankings which is a real quick way to make you dislike a class that you may otherwise really enjoy and that is perfectly capable of smoothly clearing content. I do think that these sorts of addons hold value in helping you personally improve as a player. They can assist you in getting your rotation down, they can help you test new builds, and they can let you know if a certain encounter strategy is paying off. But group dps meters are a curse that have no place in a cooperative game, and if I had to lose the former to eliminate the latter, I would say it is 100% a worthwhile trade-off. I think that Anet should step in here.
  9. I'd probably be more likely to buy skins if changing them was free at all times. As it is now I really have to think about whether I want something long term because I don't want to spend transmutation charges swapping around, and once I settle on a look I like I never switch to anything else. I never, ever do spvp and only really do WvW for easy dailies, fwiw.
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