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raykor.6723

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Everything posted by raykor.6723

  1. I would like to see some new crafting recipes that use Essence of Luck to create Magic Find buffs. Something like +30% MF for 30 mins. Similar to the way food and utilities work. It would give us something else to do with Essence of Luck after hitting the cap of 300. Right now we mostly just hoard them to use them once a year at the festival.
  2. They are everywhere and clearly nobody seems to care. Am I missing something? Is this how the game is supposed to be played? Just wake up in the morning with 10s of gold of loot waiting for me?
  3. Oh wow, wasn't aware they fixed this. I now have hope they may address afk farming in general.
  4. I accept that the beetle is tricky to control, but I wish the Roll Out skill (the main dismount/engage skill) was better. It doesn't fire consistently; if the beetle hits a pebble and is 1 mm off the ground you will fly 50 yards pass your target. And when it does fire, it requires you to activate it far in advance to actually land at your target. Combat situations and terrain don't always allow for the that.
  5. This from the same folks that decided the Scrapper was OP and need Impact Savant dramatically nerfed.
  6. 4 years later and still having to click through every single purchase. And wait, a second click to confirm my choice. Come on.
  7. I recently completed the Treasure Hunter achievement. I realize the home node is not that amazing but it was a fun goal to work towards. I spent several months, tagging up and completing the event series required to spawn the rare drop bosses. Some of these events were pretty fun and, while I no longer need the items, I would not mind continue doing them from time-to-time. But I won't. I won't because almost every time I got to the final boss, half a dozen farmer accounts would appear, to 1-1-1 the boss for a chance at the valuable drop item. The real world is filled with people unfairly benefiting from other people's effort. I don't need that in my gaming. ANET could address this by requiring players to participate in several of the events that lead to the final boss event in order to qualify for a chance at the rare drop items. Alternatively, they could increase the odds of getting the rare drop for players based on how many of the pre-boss events they participated in. Of course, they won't do anything.
  8. No, I was not aware of that. I opened a support case and that is what the tech told me to do. May I ask, how do you know the "devs are looking into the issue"?
  9. No, this is definitely a bug. I did the Flame and Frost story on one of my alts and the Sky Pirates chapter was next. I selected "Quit this Episode" and it has not reactivated itself. Only the Flame and Frost story keeps reactivating itself. I even tried the Content setting "Disable Personal Story" and it still reactivates itself.
  10. I did the Flame and Frost story on my main but am not planning to do it on my alts. No matter how many times I select "Quit This Episode," the story keeps reactivating itself. It reactivates not only on every single alt but every time I change zones on the same character. It's getting really annoying. Anyone else?
  11. After spending some time on the new Mechanist..a few issues but overall pretty darn strong. I'm killing faster than my Scrapper with great survivability. Having a "pet" is absolutely HUGE in redirecting a lot of the aggro and thus damage away from you (yea, yea, rangers and necros, stop laughing). Reinforces my opinion that this Impact Savant nerf was completely unnecessary. The Scrapper still has a role in WvW but it's going to be hard to find a reason to use the Scrapper over the Mechanist in any open-world PvE situation.
  12. I joined a group where only one of us had tried it before and we got it on our third try. I got lucky that it was a fun group of casuals like me that just wanted to get it done. I'll admit that I had some fun but nonetheless, don't plan on ever doing again—unless my guild is putting together a group and ask for help. I could go on at length about why I don't like this type of content but I'll leave it at personal preference. I've played quite a few MMOs since the late 90's—I'm old. One of my primary criteria for choosing a game is that it not be focused on raiding or other grouped/instanced content. Judge away but it's just my personal preference. I was here at launch and didn't like when they added fractals, and then raids, and then strike missions, and then champion missions, and now more strike missions with important content unlocks. I chose this game 10 years ago specifically because it was not about instanced group content. I am not a fan of the direction the game is going with more and more instanced group content.
  13. Indeed, look at the toxic community you are creating. People are vastly different and just because some enjoy a certain type of gameplay does not mean everyone else should also enjoy it. I have absolutely no problem with all sorts of cool rewards available only through strike missions and raids. But not a pretty core component of the expansion like the only new mount.
  14. Does anyone know if ANET has made any comment regarding changing this (like they did with the egg)? I realize some people like learning all the mechanics of raid fights but that sort of content just doesn't interest me. I watched a few video guides of the Minister Li strike mission and clearly they decided to make strike missions far longer and more complicated. The initial strike missions from Champions were pretty quick and had just a handful of mechanics each. The Minister Li strike mission has half a dozen different bosses with dozens of unique attacks and mechanics. No desire to learn it all as I don't plan on running it regularly.
  15. A 33% reduction would have been significant; 66% was crazy.
  16. The playstyle of the Scrapper as a bruiser that depends on barrier for sustain is no longer viable. Everything else about the class is still good. You can do damage, kill things, and survive. It's just that barrier generation is no longer a primary characteristic of the class. I don't understand why they did this. There are plenty of other classes and builds that can generate significant barrier for personal sustain but whatever. So now let's just get rid of the Impact Savant trait entirely. Replace it with something new. Give us a definition of the new Scrapper playstyle.
  17. Agreed, pleases remove the story completion requirement for specialization weapon collection.
  18. I know, never going to happen. But it sure is fun to imagine. I went through my many builds and imagined what I would do with two extra utility slots. Sure is fun to imagine.
  19. I was there at launch. The original appeal of GW2 for me was the casual open world PvE design with dynamic events and map-wide metas. It amazed me that all players could gather from the same nodes without having to compete. Many of you will have experienced the tricks players would do in other games to get you in combat so they could get a gathering node before you. The fact that you could just join in on a dynamic event without grouping and everybody got the same rewards. Loot wasn't a zero-sum competition. These design decisions created a cooperative community. From the very first year when they added fractals, and later raids—more recently champion and strike missions—the game started going in a direction that doesn't appeal to me. I realize many enjoy this type of content, but I suspect a significant silent majority shares my view. Equally important to me was the WvW concept which unfortunately receives minimal attention. Games are made by people and the staff changes over the years. New mangers come in and often decide to take things in what they believe is a new and better direction. To be clear, this is not a GW2 is terrible, rage-quitting post. I am simply starting to do research on other games and that's always a melancholy time when you've been playing a game for so long.
  20. GW2 is an old game with mostly grizzly vets but a major expansion always brings in new players and lots of players that have been away for years. I don't think this expansion makes the game look appealing to these new and returning players. The maps are empty—yes, I know it's a mega-server issue they are working on but the only thing that matters is the impression players get. Lots of bugs and questionable design choices in the metas that are blocking progress and more importantly, enjoyment. The new emphasis on instanced, group content content—profusely criticized in the Champions Living World season and yet they double-downed. Personally, I plan to get the story done, the fishing/skiff/mastery unlocks, and some achievements but then I don't expect to spend any time in Cantha. The same is pretty much true of PoF as well. I worry how sustainable is this design strategy of more and more and more maps.
  21. But of course. Was I too subtle? Let me rectify that. Do not NERF classes/items the same day you release a major expansion years in the works. If you strongly believe a class needs a NERF then do it a few months before the expansion releases and give players time to adjust. Or wait a few months after the expansion. On release day, people log in excited to play the new content. If a class they main received a major NERF, it really sours what should have been a fun day. I hope that was clear.
  22. People have been getting ready for months. They have there favorite classes and builds all ready to go. Anxious to explore all the expansion has to offer. And then you make significant class/item balance changes on the same day the expansion launches? This has nothing to do with whether or not the changes were good or bad. Let people spend a few months enjoying the new content on the classes they are used to playing.
  23. Moving more, dodging more, and spec'ing more toughness/vitality are common sense tips that help every melee class survive. But all those changes mean your engaging less, doing less damage, generating even less barrier. It completely negates the intended playstyle. ..refocus the scrapper as a tank-like character that utilizes personal barrier applications to stay in a fight...making the scrapper a durable combatant as long as they can keep dishing out damage.. I would have appreciated an explanation from ANET. What is their new intended playstyle for the Scrapper?
  24. I just spent some time on my Scrapper and it's worse than I expected. Not sure if it's bugged but barrier is near non-existent. In my humble opinion, the whole point of this so-called tank playstyle is dead. I've been playing MMOs long enough to understand these things happen. It makes me sad but I'll just find another class to play.
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