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RoastedWalnuts.4618

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Everything posted by RoastedWalnuts.4618

  1. Can we PLEASE get a setting in the crafting menu to make it so all dropdowns are collapsed by default or have the UI remember what is/isn't collapsed it would be such a minor change but would be incredibly nice QoL. I have almost every recipe in the game so its impossible to just scroll to what I want and is extremely tedious to have to manually hide everything I'm not interacting with every time I close and open the crafting UI.
  2. These design notes are just further proof that the "Balance" team are completely clueless and harbor extreme biases to their own classes. Still haven't addressed the problems in the patch, still haven't addressed the leaks. Don't let Anet forget about this and brush it under the rug, if we ever want decent balance the people in charge of that department need to be replaced/reprimanded.
  3. You said you would be more open with us, act on it because now more than ever you need to be. You have just come off of the back of a homerun with EoD and dived straight into controversial leaks and a horrible balance patch that feels like it was made in a couple afternoons by some random temp you hired off of the street. This post isn't going to go into details on either there is already a million and one posts for that here and on reddit this is just to state that you need to properly address both issues instead of trying to dismiss them and not later, now. You said you would talk, now is the time to talk. (Edit) The "response" talked about in the comments here was nothing but a sidestep that addressed nothing on the leaks or the state of this patch. To reiterate I don't want this post to devolve into the specific discussions on specific issues there is plenty of other posts for that. This is just stating that they need to address both these things in a meaningful capacity and fast.
  4. Again as I will reinstate as someone who actively does dungeons and participates in several guilds built around dungeons longer/unfun paths weren't "dead" due to my exact argument above it is incredibly inefficient and extremely time consuming to earn anything via the repeatable achieve. Saying otherwise is just plainly untrue.
  5. I've made it abundantly clear at every step that this change is negative towards NEW players, the vast majority of players in any game ever will only ever play content that gets them to the rewards from that content the fastest that's just a undeniable given at this point in video games. Now due to dungeons all having the same currency and the existing players now having literally no reason to revisit long or "unfun" dungeon paths due to them now effectively being a waste of time. For example it is now going to be harder than ever for a NEW player to get their first ever Arah clear to unlock that dungeons content in the vendor due to players that have done it before no longer having any incentive to do it again. This change has undeniably not lowered the population of existing dungeon players as a whole but will drastically lower the amount of players doing certain paths. The dungeon frequenter argument is purely a strawman argument its a minute amount of currency and an extremely inefficient way to unlock stuff from a dungeon you don't want to do so much so that most people that enjoy dungeons don't even use the chests for currency they just keep them in their inventory as a collectible. The complete unification of currencies is not comparable in any way to a tiny little bonus reward.
  6. A few things that are in need of quickly being debunked: 1. Dungeons haven't been "dead" for a long time, with efficient groups they have actually been good money due to the repeatable achieves, not to mention there is literally several full guilds on NA alone that are built purely around dungeons. I guarantee you most if not all the people on here saying dungeons are dead are the same people that haven't actually touched dungeons ever/in years. 2. Anyone claiming this is good for new players is just straight wrong its the opposite. It is now going to be harder than ever for a new player to find a group to get their first clear on specific dungeons to unlock that content due to there now being no incentive for players who have played it to go back and do it again for over half the dungeon paths in the game. This is the change that will effectively make dungeons "dead content" and will especially appear that way to new players. 3. The decision to make a change this drastic with 0 heads up and player input after they have constantly been preaching about being open about content and decisions just straight up should not be acceptable at this point. 4. The irony in Anet even stating themselves that dungeons are the first piece of content players experience and want it to be better whilst in the same patch notes making the single biggest move they have ever made to kill and bury dungeons. First impressions of this content are now going to be worse than ever, its clear at this point you don't want dungeons, you are too lazy to do anything meaningful to dungeons and you just want them gone. 5. There is a million other things you could have done to make them better for "New Players" like: making Story Paths more solo able and implementing them into the 1-80 story (how they should have been since launch but instead u just get a lame mail saying "hey maybe go do this"). Hell make all paths scale with 1-5 players so players can do them with whoever they want and however many people they want. Remove the massive list of gear in the vendor and just have one of each skin and have that item be stat selectable and even further on this point give dungeons their own area in LA again like it used to be instead of some random merchant practically nowhere with all the shops crammed into a single bad UI. This change would effectively make dungeons the go to place for brand new players gear. Or the most simple change of them all, fix all the legacy bugs and scaling issues that have been in dungeons since the infamous China update or even some bugs still existing since launch. The reality is there is many, many more (and probably even simpler changes in some cases) changes that could have been made to TRULY make dungeons a better experience for new players and an entry point to the game yet they actively chose a change that makes dungeons even worse for new players. I could almost be convinced at this point that Anet is being paid off by some bigger company to keep GW2's first impressions as low as possible. I was so excited for the game when you first mentioned you would be taking a look at the new player experience again and possibly reverting some of the terrible China changes. But if anything this change just proves that you would rather do the opposite and effectively remove all the early content in the game so players can have even more of a reason to skip over it instead of making any meaningful changes to improve the content that is already there.
  7. Only having to do a dungeon once before having full access to its rewards and never having to do that dungeon again because you can just farm faster/easier ones. Yes....
  8. This was simply not true as someone who does dungeons practically daily and is now going to be made more true due to this change.
  9. The reasoning you give is literally the exact reason why its a bad decision and you just confirmed what I have just stated about 2/3 of the dungeons now being useless. Invalidating content so players can get the rewards from that content without ever doing said content is never a good decision for the longevity of a game and the diversity of its content portfolio.
  10. Dungeons are possibly the worst currencies they could have "simplified" and no you practically cannot most people are never gonna touch 2/3 of the dungeons in the game and just repeat the fastest 8 paths because there is no reason to ever do otherwise now.
  11. Just here to rant and point out how stupid of a change this is, you have effectively just removed 2/3 of the dungeons from the game and invalidated anyone's time who got the Dungeoneer title. Only having to do a dungeon once before having full access to its rewards and never having to do that dungeon again because you can just farm faster/easier ones. Congratulations you had already forced dungeons feet into the grave previously by your lack of attention to them and now you come outta nowhere with a change as radical as this one and hit dungeons and the people who play them with a mallet to further force them into the grave. There was a million and one changes you could have made to improve dungeons and the experiences outside of them (Currencies) yet you chose a change this bad in favor of those with NO PLAYER INPUT and absolutely NO discussion surrounding it prior to implementation. As someone who is in 2 full guilds built around doing dungeons we can all immediately agree that this is just an awful decision all round. You could have effectively implemented this same change by just making items bought from dungeon vendors stat selectable instead of negating players time and killing 2/3 of the dungeons in the game.
  12. Like its reset and the only thing in LFG are Advertisements. Its just so lame to see every time you open that window.
  13. I get at this point Raid Selling isn't going to be outlawed so can we at least give stuff like this its own window in LFG? Its so annoying having 10 Raid selling posts to every 1 legitimate raid party and it surely is a terrible look for the scene and for players that are already clearing weekly its just annoying and tedious.
  14. Anet clearly don't get it based on their previous comments that have accommodated the patches, "we believe this is how it should be so its staying like this because they want it to be "Epic" and "Rewarding"" there is nothing epic or rewarding about doing a meta for 2 hours for it fail due to bull**** RNG or other players outside of your control.
  15. Why? If there is so many posts than its clearly a massive issue and important for them to realize what a stupid decision this was. Everybody needs to keep posting about this until they at least at the MINIMUM remove the RNG from the final fight.
  16. How did the Idea to lock the MAIN selling point of the expansion behind an event that takes HOURS to attempt and requires 50 RANDOM players to all be good at the game and coordinated make it through to the final product? If you wanted to make the turtle challenging to get lock it behind a strike or some form of instanced content so people can have control over who they are playing with, spending hours on an attempt only for it to be thwarted by other players you can't control is downright miserable and making everyone I know hate the meta and form a sour taste for the whole expansion don't ruin your best product to date with stupid decisions like this. Not to mention if you are insistent on locking it behind Dragon's End at least remove the RNG from the final fight the amount of times I've been in an attempt only for the boss to just not stop moving is insane. Put her movements on a locked rotation it feels terrible to get so far only for the boss to go "lol no" and just keep moving while invulnerable while the timer ticks down to a fail. And before all the "Get gud" BS this is coming from 35k AP, full raid and CM completion player. IT IS ENTIRELY OK FOR IT TO BE HARD just don't make my progress reliant on randoms if you are going to do so.
  17. As a Ranger main with thousands of hours on a Ranger Untamed feels like a half baked CORE standard specialisation, Literally every part of the class is worse than Core/Druid/Soulbeast. Out of all of the EoD Elite Specs Untamed is in severe need of more development time. The Idea and theme around the class is really cool and interesting to finally have a true "Beast Master" kind of class but the execution is just not there ESPECIALLY the UI and the profession mechanic the fact that it only effects ONE weapon this feels extremely cheap and feels like I'm being ripped off when practically every other profession mechanic works with the entire kit of the class, at the BARE MINIMUM the Untamed mechanic needs to apply to all weapons for this spec to even feel remotely complete. It has extremely minimal QOL, Its even missing a bunch of QOL just from pet key bindings/interface alone that are just missing from the class when you equip Untamed. Damage is extremely lacklustre for a power spec and even then when it is doing any damage at all it plays like yet another burst class. Build craft is extremely limited with the trait lines and utility skills offering practically nothing. Half the traits having unnecessary ICD's or only applying to you or your pet never both not to mention a minor trait that you HAVE to take that just makes you weaker. The Untamed profession Mechanic ONLY changes Hammer and brings nothing to other weapons. There is maybe 1 interesting animation, Half the Hammer skills are easily cancelled and either have you stuck in place or are just interrupted by movement for no apparent reason. Maybe the pets could be cool with the return of the Phoenix but we don't get to see those yet. And this list isn't including the insane amount of bugs within the spec. If you need more time for the Expac give yourselves more time, this spec is so far from being acceptable.
  18. The past month or so I have been getting extremely high ping making the game practically unplayable, I'm from Australia so I typically have 290~ ping give or take 10. But recently I have been consistantly getting 800-9000+ ping whenever I try to do anything that isnt just sitting around, I've tried turning off all my Command Lines and turning off dx12 mod to no success. This is explicitly a GW2 issue I dont get this with any other game or US hosted game. I've ran speed tests while I'm lagging and my connection is completely normal also often when I have a noticable several thousand ping my ping in the settings panel doesnt actually change and looks like my normal 290~ ping even tho it most definetely is not. Please help.
  19. The Help Pepperseed deliver Zephyrite supplies to the Forge event in Thunderhead Peaks will not start despite all the pre requisite events/tasks being done.The prerequsite events/activities have definetely all been done as I have sat there and done them myself, the NPC correctly states what has/hasnt been done but even when everything has been done Pepperseed still does not spawn to allow the Escort mission to begin. I've sat in the map and repeated all the events for several hours at a time and Pepperseed has still not spawned to continue onto the next event.
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