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Dante.1508

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Everything posted by Dante.1508

  1. I would not play a sub game these days because they still hit you with the cosmetic cash shop on top.. I quit ESO over those scams.
  2. Its not dead but its definitely losing more customers than it gains.. or at least thats how it seems to the customer.. might be server hopping that doesn't help.
  3. EXO are more inquest imo but i'd really like to see golem style mounts.
  4. I wish they'd add the EXO mount package i'd be all over that.
  5. I love the Asura female the Asura males seem too Arrogant and up his self.. The rest i can't even remember much.
  6. I havent bothered, i'm not sure i ever will tbh.. I don't seem to understand or even get any satisfaction from all these virtual grinds.. The griffon was a nightmare i assume this will be worse.. Plus using the rental skyscale in Grothmar was terrible so it didn't make me want one any faster.. Griffon was way better imo.
  7. Because nothing new gets added, more time gating and grinds every update and well our feedback is ignored. Thats Awesome if you are American timezone but i must agree even sea of sorrows is seeing diminishing populations and that was considered a higher server.
  8. Disagree Vitality is just as important as power.. Power is useless while you are laying on the ground dead.
  9. Man if they upgraded the GW1 graphics to GW2 levels i'd be outta here in a heart beat.. GW2 is nothing it was advertised as. All GW1 needs is a graphics update.. I don't even need to jump, i hate jumping in GW2. ...yet we never felt the magic that was GW1. Nothing they've done in GW2 to revisit known locations or reference old lore has been able to revive that magic, because it wasn't done in a compelling way. Its because its not the GW1 locations its the GW2 mechanics thats the issues..
  10. I'd be all over solo raids, the less toxic i need to deal with the better. Did you necro this..
  11. +1 to this.. those cut scenes that you just cannot bypass... Heresy!
  12. Me too, and not even close. I disagree completely, GW2 has very much lost the plot in its release core design and values. Hence why the Hype evaporated.
  13. U can train all but you gather orbs from 1 type of the 3 enemy for a 15m buff vs the other is how I read it Sounds like three new grinds to "collect" stuff because we "need to" to pass the content with a 15min buff, really 15min why? And all this is suppose to be fun.. Honestly I think that part is to eliminate leeches like hit octo 4 times afk collect loot. I feel like it''ll be 3 lil icons with a counter and maybe goes up to 99 1 for ea mob you kill so you can have 45m of buffs 4 1 area or to loot the chests in that area. The map might be like dragonfall split up into 3 sections and the meta will req ppl to get there early to farm mobs to prep in one section and go kill boss in another but it's all a guess. No one will be able to show up afk hit boss once collect. Well see if it's an entirely new mastery line or if we can use pof extras we got too. How do you get there early if you aren't American? Sound really not thought out on a world scale.
  14. Sounds great on paper, until the maps die.. then the "team" stuff become unplayable.... U can train all but you gather orbs from 1 type of the 3 enemy for a 15m buff vs the other is how I read it Sounds like three new grinds to "collect" stuff because we "need to" to pass the content with a 15min buff, really 15min why? And all this is suppose to be fun..
  15. Mostly armor sets and build stuff. I have no legendaries and after 7 years i'm not interested..
  16. Thanks for the laugh. Five players raid. It wasn't at release but over time its definitely getting on par with it.. I used to play them, i quit mmos with excessive grind GW2 is very much fitting into their ball park. That new spec design doesn't instill me with hype.. Team based content in living stories is not great, it works the first few weeks then as people leave the maps die because no one can complete anything..
  17. That is a really strange way to think... Everyone deserves what they want.
  18. Why make her so ugly? and whats with the nose horn..
  19. But is it even a Living World anymore? The last time the world really changed was when Mordemoths veins destroyed the waypoints.Everything is instanced/contained in a single map nowadays. You do have a point there i wonder if Anet should start calling these things something else.. I must say though the original LS 1 really messed with a lot of the maps and they never ever got fixed, so i can understand why they avoided that after.. It didn't work well.
  20. Gotta agree it did get old fast.. Prefer they focused on actual Guildwars not Dragons tbh.. The devs go on and on about not wanting to fit the standard fantasy genre then continually throw standard fantasy dragons at us.. very confusing. At least another Guildwars would shake up the planet a bit and actually make sense to the games names sake.. we could have Asura, Norn and humans verse Charr and Sylvari etc.. Or have us side with the other 5 or so gods and fight it out to be in control.
  21. To be honest i'm not sure.. Most make no sense at all.. they kinda seem confused more than scary and as others have said they hodge podge through the stories like the writers are confused on what they should be.. I think my favorite visually is jormag.. and i prefer female enemies.
  22. I wouldn't go so far as to say on a whole that PvErs aren't as skilled as PvPers and just enjoy the game casually; I doubt that PvErs who raid just to get leggy armour enjoyed it every step of the way... PvP is different than PvE and PvP skills are different than PvE skills. PvP skills are: "How do I kill my foe(s) controlled by real humans with my teammates / solo?". PvE skills are: "How do I kill my AI foe(s) with my teammates / solo?". If nerfing and buffing won't work, then what is a guaranteed way to balance which will work? I'm all for the split because each game mode can now be separately balanced independent of each other without having to throw each balance patch under one umbrella and affecting all game modes Splitting the content completely and focusing on both separately. And by splitting the content, how far do you want to go? Throw PvP and WvW out of the game and make a own "Guild Wars 2: PvP edition" and split the pve into "Guild Wars 2: PvE edition" ? I'd say that goes against ANets design philosophy of "Theme Park", where everyone should find something they like, and easily be able to jump inbetween them. There are PvE games where players have to have just as much skill as in PvP modes, so the two aren't exclusive of each others. It's a matter of encounter design and AI among other things. And many PvE players does enjoy that, despite popular belief around here. I have guildies that stick to playing wvw/pvp because they find PvE in this game a joke, and rather go play other games for challenging and interesting PvE. Personally I think there is room for both, and wish the devs designed for a much greater variety of skill levels, the game does have one of the best/easiest handicap systems in existence in open world, just bring more numbers if there is difficulty. Besides, the actual balance between PvP and PvE has absolutely nothing to do with this, we already have Open-World Tyria for example, which where designed while the entire combat system was balanced around PvP (2012-2014), and they made the majority of the mobs so easy that we still suffer that a large section of players never had to learn and develop much skill in the first place. So they've already shown that they can make PvE easy without affecting balancing at all. (And thus we also have the problem that Open World Tyria doesn't actually teach new players how to play, so they don't develop actual skill. Making for some rude awakenings when they enter other modes and get pulverized by the first thing they meet). It has everything to do with it.. Open world Tyria was perfect it was accessible to everyone. The later content pushed a lot of customers away and they needed to overhaul it to be more accessible again, even though its still incredibly tedious to enjoy.. bar those that consider themselves hardcores.. Splitting the content is the smartest decision even if it is the most work. Wow, that's subjective. When you say that OW-Tyria is perfect, it certainly wasn't for me, and of all the people I've talked with I'd say a fairly small amount is still happy with OW-Tyria, I'd guess about 1 out of 10, small sample and obviously not defining in any way. So I think it is wrong to simply state that it is perfect based solely on your own opinion. I find the OW-Tyria is a large part of the problem, because it was nerfed repeatedly since the beta until it has become so easy (through the entire map/level range) that people doesn't need to learn the combat system any-longer. I wish that OW-Tyria had a more diverse difficulty and challenge, so players actually had to improve a bit each time they went to a new level-tier map. That way, when people came to the expansions for example, they wouldn't feel so overwhelmed or get trashed by pocket raptors and hydras the moment they entered the map. This game is skill-based, we need to level up the player, not the character/gear. And at the moment, the game doesn't teach players that. That's the biggest problem with OW-Tyria. Splitting the balancing isn't really going to fix that, splitting the modes isn't really going to fix that. Replacing the entire combat system with WOW's probably would... but then I'd quit the game. They don't "need" to do anything.. There is no need to level players up.. the game already does that, there is no need to punish players and make them leave either. It doesn't "need" to teach players anything its a game people play mostly socially and casually. I said level up the player not the character, the game doesn't do that. Meant as in guiding the player to improve their own skill with the game. Not a numeric boost to the character. And I've said nothing about punishing any players, I'm talking about giving a better learning curve so people don't hit a spiked wall when they go into HoT for the first time, because the difficulty spikes so much because there is no difficulty in Tyria. That's not punishing people, that is helping people adapt and learn as they go (the way the vast majority of games, including mmorpg's, work. Slowly increasing difficulty so players are gradually adjusted, and learn to use their tools to overcome). It is a skill based combat system, closer to fighting games than it is to traditional RPG's. You certainly don't "need" to learn to get better at it, but then it is your choice not to improve at the game. At that point it is your own choice, and you will just have to accept the consequences of that. And just to make that clear, social and casual has nothing to do with it. I'd qualify as both of those, I only really play to play with guildes and friends nowadays, and I definitively play casually. Those two are buzzwords that people use, but are near impossible to define or nail down, and actually includes almost the entire player-base, including most pvp, wvw, fractal, and raiders. If your point is "I don't like it, and I want it changed for me." then at least say so. Because that has absolutely nothing to do with the topic. Its not just me in hot i continually am seeing upset customers and dislike for the maps and mechanics.. I've been there a lot lately struggling through the later areas, its not fun at all and the faster i finish the story the quicker i can never go back imo. And as I have said, I've seen and talked to people that find HoT difficult, but they are greatly outnumbered by the people I see and talk to that have been through that and progressed and learned how to deal with it. Overall I find more people that dislike the map design being in 3d and having to navigate in multiple layers, and that the mini map is usually no help, than people complaining about the actual difficulty or challenge of HoT. And even those are not the majority. Besides no player observation is ever going to give an accurate sample or vision, only ANet sits with the numbers to be able to really comment how many seemingly enjoy or hate HoT etc. Now if you don't like it, so be it, that is subjective and up to each individual person. You can do as you like in the game etc. But there are plenty of other players in this game that does not want HoT change into Tyria level, because that would flat out bore them to death. Besides, this has absolutely nothing to do with the original topic, which is not about PVE balance, but about the Skill-Splits from PvE into PvP that ANet has been talking about. It is not going to change any PvE at all, it's about how splitting the skills too much from PvE to PvP will make classes too different between the modes. Learning to deal with things is not enjoying things.. There is a big difference there. It has everything to do with it. The game mechanics of hot, pof and living stories are a huge factor in pve balancing.. the whole areas are what effect classes and balance most of all. Nerf builds for pvp and WvW and you make PvE content unpassable or extremely tedious to do which in effect lowers the populations because customers get tired and move on. Learning to deal with things is a large part of what games has been about, and can be said to be one of the things people enjoy in games since the very beginning, everything from FPS, to fighting games, to puzzles, to RPG's of all types. All of them are about "learning to deal with things" as you progress through the game and as such improve yourself, by whatever metric the game uses to evaulate success. In a FPS that would often be reaction time and aiming, in a Fighting game that would be reaction time combos and reading the opponent, in an oldschool RPG it would be about learning what weakness each enemy had and attack with the right attack or just crunching the numbers to increase your odds. GW2 has a combat system that is probably closest to a fighting game in that regard. And to be real blunt, considering how skill based gw2 is, there is absolutely no problem going through entire HOT+POF+whatever else with a core build only. And the areas that does define balancing the most at this point of time is Raids and Fractals, all of open world is currently held to that standard, this game has never been "skill balanced" around open world. So nope. But you know, in a way I'd actually like them to balance after the Open World/Story, because then they would finally nerf all the elite specs and probably even core, since open world is considered the easiest content in the game. We honestly don't need all that power for that content anyways. And what part of "skill splits" did you not understand? This entire thread is about splitting skill balancing OFF from PVE so that changes done to WvW/PvP does not affect the pve balancing. And you forget that we've had just as much, if not more, the other way around. If anything you should be worshiping skill splits, since it means your poor pve skills will never again be touched by evil pvp balance. (That, and you should actually read the original post, so you understand what this thread is about)I know i totally agree with the thread there, i was explaining how if its not split the game slowly deteriorates because one side effects the other.. Over time its become a mess.. for one party or another. I'm all for skill splits. 100%. And all that power helps, the quicker i can wipe content the better.. I'm not here for a long time i'm here for a good time.
  23. And I wouldn't be hyped for another raid, or a new fractal or some PvP map. That's how it works. I'm guessing there are more people playing Living World maps and enjoying them than there are raiding or PvPing (and perhaps raiding and PvPing). Sure not everyone is enthused with the living world, but for some people, that's their main game. Only because we are forced to go there due to currencies.. I doubt many would bother if those weren't there after the story. Agree. People always think more things are coming the 'next' episode or the 'next' saga but ANET seems to have established that nothing new or great is coming ANYTIME soon. I think people are settling for an under-performing game right now.I actually miss the old ANET up to HoT...even though it seemed like a dumpster fire at times...it was far better then than it is now. Same ol same ol. Agreed its a large dose of becareful what you wish for imo.. Sure new content is great but the way Anet sets it up to be yet another epic korean style grind is not what i look forward too.. Its not why i started playing Guildwars, i joined Guildwars to actually avoid the standard mmo trope.. Now its literally becoming WoW with a different skin.
  24. Yes we need monksWe need dual class buildsSkills separate between PvP and PvE modesRanger pets removal.
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