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Black Storm.6974

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Everything posted by Black Storm.6974

  1. Since the old Kill Proofs can no longer be obtained, the practice of faking Kill Proofs probably got far more popular, to the point where most people who joined those groups are faking theirs. In my experience (on EU server), people with high KP were mostly experienced CMs players, when the old KP were still obtainable.
  2. You could find another way to keep yourself interested in things (and ArenaNet to keep their players interested), one that don’t involve taking away from others what they enjoy playing. We have not any control over the balance of our characters, the “obvious” consequence is that those changes can cause a lot of frustration among people. Fortunately, ArenaNet is quite soft on balance when it comes to PvE. I no longer play PvP and WvW mostly cause of the hard balance those game modes suffer. As many others, I would stop playing the game in case something similar would happen to PvE. The soft balance, the possibility to freely take breaks from the game and coming back without feel punished or overwhelmed, are all things “promised” to us by ArenaNet. Taking away that would be an horrible move, just for the enjoyment of few people unable to be respectful of others and the balance they find in life.
  3. It was designed to be niche. Other conditions was designed to be more consistent in applying their damage. I don’t find these differences to be bad.
  4. The thing is they seem to be able to split how much damage skills deal, but not split things like that bleed on chill. So changing confusion so that it ticks for more damage in PvE only seems to be something they can do, while adding bleed on confusion (or something similar) doesn't split and would impact PvP/WvW as well. That's sort of the problem with confusion. It's a PvP condition meant to either punish players spamming skills or apply control by forcing them not to use skills. PvE enemies don't change their behavior when confusion is applied, so half of the condition's purpose is irrelevant there. PvE enemies also tend to attack more slowly than players do, so confusion is only good against enemies which have particularly high attack speed. Thank you for being polite explaining your concerns
  5. There is no need to make different conditions less unique by making them work more similarly toward each other. The main damage from Confusion is supposed to be applied when the enemy try to attack, something situational (and situationally very strong). If a profession, for this reason, don’t get consistently rewarded for its high condition damage, maybe ArenaNet could consider to add more damage from a different condition to this profession. There are many ways to achieve that and that could even be somehow tied to the usage of Confusion. An example is the Reaper trait “Deathly Chill” that apply Bleeding every time Chill is applied. Chills can maintain is uniqueness and main purpose, but we have a way to use it to make more Condition damage.
  6. There is probably almost no content in Guild Wars 2 which is played and enjoyed by most of the “active player base”. ArenaNet specified that they are trying to develop some content for everyone, despite knowing that only a minority will enjoy playing it. They try to bring more players to enjoy it, and they try to develop new things hoping they can be more successful, but I think they know that is not realistic to make those things successful among the majority of us. We are too different from each other, we do not enjoy the same things, and they keep developing something for everyone from time to time. Since this game was, since its release (if not before), something that was supposed to not keep its players playing all the time (letting them feel free to take a break and come back at any time without feeling punished), that’s nice.
  7. I really like the idea of the tower with random enemies which get more difficult as we progress, but personally I doubt I would play it if I can’t use my abilities. I don’t really like being forced to play something which is not my Profession of choice (I can’t even play more than one Profession).
  8. I’d appreciate new rewards related to Dungeons too. Difficulty scaling based on the number of players would be nice too (this is what I hope we can get if ArenaNet will ever revisit them), but for me Dungeons are still enjoyable even without any change to the gameplay. Other than that, the only thing I desire is bug fixes. The difficulty of Dungeons seems perfectly fine to me. Many enemies and encounters are deadlier than T4 Fractal encounters, but the enemies have way less Health and this is something I always enjoyed. I hate long fights and I have troubles fighting for long. Also, if I don’t have to rely too much on the fighting ability of my friends is nice to me, so every of us can enjoy the game in a more spontaneous way. Dungeons was never hard for well organised/experienced groups, but still they was perceived as hardcore content, the main Focus was on optimising everything and speeding up the completition, a never ending challenge for most people. In Dungeons, strategy count much more than in other endgame content and it is much more than just fighting strategy. Right now I can take inexperienced people with me in Dungeons, teaching them things while completing the instances not too slowly if we are less than 5 players (even only 2 in some Dungeon and I love that). That feels nice to me and they enjoy doing that. Completing Dungeons with less than 5 players, for me, is far more enjoyable, since I can see things more clearly while fighting, without the need of those coloured and immersion breaking indicators of incoming attacks. I see the current state of Dungeons as something potentially closer to the original idea of Guild Wars 2 shared by ArenaNet.
  9. If you are saying that the popular opinions about the game that people share on the Forums are not a remotely good indicator of what the community playing the game is enjoying, I agree.
  10. From what I read here, I think that adding a purpose to the pre events could be a nice way to improve DRMs, but that would also “require” to make sure they are not too harder to complete by “smaller parties” (1-4 players)
  11. It is mostly a matter of taste. For my taste (and my mind abilities) Steel and Fire (Vision of the Past) could be the most boring thing I have ever done in a videogame. I need content which is shorter, much more straightforward (and I don’t mean easy, in fact often I seek challenges) and possibly thought to be enjoyable with far less players, otherwise I can’t keep playing it. I think it is a nice thing that ArenaNet is developing different things for people with different tastes and necessities. They specifically said that this is what they are trying to do. I’m not saying they shouldn’t try to improve DRM. I see some nice hint on how to improve them being discussed here.
  12. I think they are a totally different thing, they shouldn’t be compared at all to Raid or Strike Mission. Also, probably their target are not those players that want new Raids.
  13. Generally I prefer deadlier enemies with less Health too. I do my best reducing the problem by trying to improve my damage, despite not focusing exclusively on it.
  14. I love Dragon Response Missions. Thank you very much for them. They are among the most fun and satisfying experiences I have ever had with my Reaper. I find them, especially the Brisban Wildlands one, very engaging. I love that they scale with the number of players, so I can enjoy playing them alone or with any number of people (maximum 5, including myself). Sometimes I just wish to do something alone, or with one or few friends.I love being able to activate challenges, having a timer and a response about my completition time. I enjoy repeating things trying to get better results and improving my skills. Also, I love adapting my build and changing skills based on what I have to do. The fighting experience is not frustrating, there are not annoying movement impairing conditions. The enemies are manageable and don’t move too much. I hope their rewards can be improved, so it will be easier to get other people interested in repeating them. Someone mentioned they would enjoy them being shorter and that would be fine for me. I was never interested in Open World events, they are just too boring for me. I don’t feel any satisfaction when playing with many other players.I enjoy playing with only few people (mostly less than 5) in instanced content, seeing things clearly, fighting bosses and hordes of minions (and I love when, after being killed, they explode). My favourite content is: Dungeons, Dragon Response Mission, Fractal, some Personal Story quest (nothing else is worth mentioning for my taste). I was a bit worried seeing the new Fractal being something I can’t enjoy at all, or 10 men content and Open World content being the main focus for so long. Now I’m just glad I can have something new to enjoy.
  15. The healing coefficient of Well of Blood (Necromancer skill) is still bugged after several months. The skill is nearly unaffected by Healing Power.
  16. Is it true but where else to ask? I mean, I thought that if I ask on the game forum, people answer honestly and tell the truth. I also read those lies from mmopopulation that it has 600k + daily pick players ... I thought that here I will find out the truth to say so. That Forum is the best place where to ask for the information you needed. Asking outside of the Forum would mostly lead to receiving answers from people that have left the game, or that don’t really know the state of the game. Here you can receive a lot of answers, including answers from a lot of people that are really experiencing the game they talk about. Then, you can try to come to personal conclusions. Guild Wars 2 always had a lot of people saying that it was dying or even dead, since 2012. You have yet to experience an incredible amount of highly repeatable content. More is coming. Anyway, in my Guild none ever tell to a new player the lie that the game is dying. If the people you play with tell you that, change people. Those people will make you feel bad about the way you spend your time, and only for their feelings that are not really related to the state of the game. You could find a group where you can really enjoy the game and the time you pass playing it.
  17. Well if you want to look for dungeon groups why cant it be a big list like the raid one.So you can see all dungeons at once its not like raid is segmented into wing 1, 2, 3, 4, 5, 6, 7 and you have to open up each one to look for groups. It is helpful seeing the list of Dungeons there. Many people don’t know them all and without them being mentioned in the lfg they would not know what to write. They could take the information elsewhere, but that extra step would make lower an already low population of people doing dungeons (population which is also mostly composed by new players, which need to find the informations in an intuitive way to not feel too overwhelmed). Dungeons being divided into several categories also means less information needed to be communicated on the lfg when writing the advertisement. The lfg, in those subcategories, also contains useful informations about the Dungeon, informations especially helpful for new players wanting to try Dungeons. There are a lot of Dungeons, all with multiple paths. Anyway, as suggested above, I think that being able to select the “top level categories” (the Dungeon category for example) and seeing all the advertisements (but only for showing/joining purposes) would be nice.
  18. I’m thinking that the Fractal tab should remain like it is now. Having all the advertisements showed in the same tab could be confusing for people running low tier Fractals. Right now the game makes a good job locking the subcategories of those tiers that are too high for the player (also preventing bad experiences for new players that otherwise could join the wrong group and be kicked from the party).
  19. I think being able to do that would be fine for everyone who feels like you. Anyway, I get very confused when there are many lfg tabs in the same category, so I’m fine with the current system, which is well organised and simple/intuitive. Having the possibility to select the “top level categories” (a system that would simply show all the advertisements of the subcategories in the same tab, but only for showing/joining purposes, the individual advertisements would have to be created in the right category) would be nice and would solve the issue for people like you without having a negative impact on the experience of other people (as long as the subcategories will remain).
  20. I doubt that being more communicative about balance or being more actively balancing things would really be good for the game.
  21. That is not true.In certain fractals it's decent maybe. But in general (T1 - T3 fractals) it's quite viable. Please be more precise. I’d consider it better in T4 than in T1-3. Most pug groups doing T4 are slow anyway and the enemy defence is higher at higher tiers (that favours condition builds).It is viable also in low tier fractals, cause enemies are easier to kill, so optimising the group is less important. Reaper is generally better than Scourge anyway, in most Fractals.
  22. I think that hiding every character effect should not be made possible. There are skills that affect allies in some way, those skill should stay visible (seeing them can be even more important than seeing the enemy). The option to hide every other effect would be very nice.
  23. I have no problems swapping Spite for something else, it is often the first specialization I consider swapping. I don’t see the issue. Anyway I feel like Signets of Suffering and Signet of Undeath feet very well the Spite trait line in a pure DPS build.Without them, Reaper often feels very clunky and unreliable, because of the lack of Life Force generation.
  24. The description of the skill has been bugged for a very long time (the healing per second wasn’t properly scaled up with Healing Power in the description), but the effective healing per second was significantly higher and correct. Now (since a recent update) both the description and the effective healing per second are wrong and very low (less than half than what it should be with my Healing Power).
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