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Arukayos.1798

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  1. I skimmed through majority of your posts in this thread, I don't care enough to read the back-and-forth circlejerk which has ensued but one thing is apparent: you blame raiders for the death of the mode and have some kind of bone to pick with them, coming in with your classic "you reap what you sow, ha ha suck it losers!" blanket statement over and over. Whatever, I don't really care - that's between you and them, I don't know you personally and I have no idea how they hurt you. But from a purely objective standpoint - asking for more challenging content is hardly an unfair stance. There are various different subsets of players - some who enjoy laid back content, and others who want to constantly be thrust into the feeling of danger. There's nothing wrong with that. The way I see it, the demographic of guild wars is largely the former and this is why raids have not succeeded, plain and simple. The issue is the demographic and target audience of people that gw2 appeals to - not raiders, not the developers. Between me and my tightly knit community of raider friends, none of us were against an "easy mode" of raids provided we continued to get the challenging content that we play this game for. However, the latter did not happen, and now this subset of players have left to find other avenues to scratch that itch. So it's no surprise that there isn't a large target audience any more - unsurprisingly, when you don't cater to the needs of a certain kind of playerbase, that kind of playerbase ceases to exist. Also, I highly doubt this content drought has anything to do with participation. Anet had an awful Q4 2019 in terms of revenue, and Q1 2020 isn't looking so hot either with the covid situation. All forms of content barring extremely casual content have ceased to maintain stable content updates. Pvp, WvW, and even fractals. I'd also argue that fractals have very active participation - at any point, there are around 5-6 groups. There are probably hundreds if not thousands of groups running that content every single day, yet we hardly see any updates there. So yeah, your false vindictiveness really just reeks of some kind of personal bias or prejudice. But trying to mask your personal angst and frustration as objective fact is just cringe worthy and bemusing really. Blaming raiders for wanting challenging content is pretty ironic, as opposed to acknowledging the fact that the demographic and playerbase is the real issue at play combined with the lack of content in general regardless of participation. There's a reason this game isn't on the Big 4 any more, the dev team saw massive layoffs, and even the expansion launch was tentative with the potential chance of the game going on life-support maintenance mode after the layoffs and content drought. But nah, raiders are to blame for all of this, it's clearly their fault.
  2. Dragonfall Meta (Living World Season 4 - Last Episode) gives me around 200 after a bit of key farming (I show up when camps are almost fully developed since I'm swimming in keys) + the actual meta + the champ train. Takes around 45 minutes for the whole thing. It's the highest acquisition rate I've observed thus far in several years of playing gw2, but perhaps there are others I'm not aware of. So I can manage roughly 500 per 2 hours if I'm really hardfarming it. Sadly I end up discarding it since I do dragonfall for the gold, not the bloodstone dust - I have 3 ascended armor sets of each armor-type so it's useless for me.
  3. LoL @ damage over time with no burst and low defense. Just say what you mean: I hate condi and I don't want to deal with it in my meta at all. We know how you feel. Just say it!Ok so you think beign able to burst with condis+having the follow dot dmg from the insane stacks also last longer than the one second (what would be balanced for a burst condi spec) is balanced, my bad. And no i am not driven by any bias, i play all condi specs in the meta (Necro, Condirev etc.) i am just driven by simple logic. @"Arukayos.1798" said:Last I checked, hybrid builds do deal less damage than pure glass cannon - so I'm not sure what this thread is on about. Dire/Trailblazer will statistically deal less damage than Viper for example, in any situation, more so if Rune of Earth is taken into the equation. Valkyrie will always deal less damage than zerker. Does that mean it shouldn't blast your full glasscannon zerk one shot meme deadeye after you eat every AoE to the face? Of course it should, that's what makes your build fall into the "glass cannon" category. Seems like people here want to play high risk builds sans the high risk component. Which is kind of ironic, considering posts like these: Take two seconds to consider this post in a practical every-day scenario. A high risk build (let's say, power holo) meets an extremely low risk/low skill build (let's say condi rev). Who should be favored in this matchup if both players make a lot of mistakes? Obviously the low-risk build, that's the whole point of high risk - you're taking huge risks and get punished if things don't go your way. Which is why you'll see your average low-skilled power holos getting stomped on by your average low-skilled condi revs. However, when an insanely high-skilled power holo meets a condi rev, it's a whole different story and the holo can easily kite/kill the condi rev - in fact, it's a favored matchup for the holo. If anyone wants to take me up on this: I'll gladly fight their condi rev or any other "low-skill" class of their choice with a non-trailblazer, non-viper, non-condi, pure power based class which is supposedly underperforming (can do most power classes) - feel free to hit me up ingame. Don't QQ about low risk when you play high-risk and get obliterated for making mistakes really. That's the point of your choice, and your build. Lots of people in the community suffer from severe dunning krugger where they believe they're mechanical gods, play the most mechanically intensive builds in the game, and then cry when they're unable to pull it off despite the fact that it's the literal definition of "high risk". Just play low-risk/low-skill like everyone else then, you'll probably get better results. Or play glass cannon and then keep crying about your class being squishy when it's supposed to be squishy to everything in the game, including tanks ¯_(ツ)_/¯ Current Holo builds (like power explosive Holo) are far away from high risk builds, everything based on that assumption has a hard time to be right already. Holo is actually one of the prime examples for way too much dmg for the sustain/ resustain it has. Also you use risk and reward different to what i mean. What actually is true in GW2 is, that high risk builds have low reward even when played well. And even worse: Low skill requirement has too high reward even when played bad. For a high risk build it means when you make a mistake and you fail ofc you do not get the reward, that is part of the high risk and also you might die fast when doing mistakes in your defensive rotation, that is also part of the high risk but in GW2 it is like you hit everything perfect and also play with your defensive cds perfect and the low skill reqirement build/ low risk build simply can facetank 200 of its own player mistakes, still makes overall more dmg and still win the fight by doing 20 times more mistakes. That is the imbalance, i am not complaining that high risk builds have high risk lol. The whole meta is insanely noobfriendly also post patch, simply because the basic balance issues did not get solved at all. Sindrener and others will do a break for exactly those reasons. But i get that depending on the insane low average skill lvl we have in this game now ppl are happy with the facetank +still high spammable impact (dmg and cc) meta we have (actually since years) and arguing against that is like talking to a wall. And no squishy high dmg targets and tanky low dmg targets (which we do not have in Gw2 in meta, we only have tanky but still high dmg) should have the same chance of killing each other, what is not the case in GW2. The squishy target will eat way more dmg from the "bunker" (better say bruiser becasue we have no real bunker with low dmg in GW2) while the "bunker" can literally facetank most stuff. That is exactly the point. Sure a bunker can kill a squishy when he tries to facetank on point and plays bad but the bunker also should be able to die to the squishy the same way when doing mistakes and eating the burst. And the second point is not given atm. The game barely distinguish between very good, good, average and bad player. And a good player on a high risk high skill requirement build needs not only to play 2 times but 50 times better to win. Power holo was just an analogy - you can apply it to basically any high risk class. I strongly disagree that a high skilled player on a high risk build would be unable to kill a low-risk bunker/bruiser in any situation, the crux of your hypothesis - which I addressed in my opening post already. So we can either agree to disagree or I can prove it to you or anyone else in this thread by playing a matchup of their choice (if you think power holo is problematic then we can do power rev, power reaper, power mesmer or hell even warrior vs whatever "OP" build of choice) as I offered. I'll reiterate - many gw2 "pvpers" don't actively recognize their mistakes and chalk their inability to win a fight to balance issues while that's simply not the case, it's always "I played perfectly but X class has a huge inherent advantage over me, this is not fair" which is largely the gist of what you're saying and I disagree. I already stated all of this in my initial post so I'm not going to reiterate this point over and over - either agree to disagree or let me demonstrate in a matchup of your choice (given the build is actually viable). So yeah, in response to your post in a nutshell: Strongly disagree. Can die, can prove. Also disagree. You sure this not a case of thinking you're playing well when in reality you're not? Again, I'd like to see you or anyone else here on what they call a "low risk build" actually go up against me or any of my other multi-legend friends and facetank our burst. Invitation is open as I said in my previous post and this one. What this whole thread seems like to me is a bunch of armchair developers thinking they're hot stuff and claiming an insane understanding in meta when in reality there's just a deficit in skill combined with denial and projection. However, that wasn't even the crux of my argument - you missed my point entirely. I was pointing out the intrinsic hypocrisy in claiming that you're playing a high risk build, then complaining about the damage output of other builds (lowrisk in this case) as that is exactly what it means to play a high-risk build - and if these builds had their damage output reduced, how on earth would the build they're going up against be high risk any more? There's intrinsic fallacy and hypocrisy in this argument. The post I quoted literally follows the logic of: "I'm playing a high risk build, and I died to some condi bunker build! Condi build is OP, nerf it!! Thus effectively making my high risk build less high risk but btw guys high risk builds should have high reward" Like ?????? If you nerf builds that kill high risk builds easily, they fail to be high risk any more, and all builds are then low risk. You can't claim a build is high risk and then also complain about the damage output that you receive on such a build in the same breath, the two claims contradict each other creating a paradox, resulting in delicious irony and nothing more. In other words, you can't have the cake and eat it too.
  4. Last I checked, hybrid builds do deal less damage than pure glass cannon - so I'm not sure what this thread is on about. Dire/Trailblazer will statistically deal less damage than Viper for example, in any situation, more so if Rune of Earth is taken into the equation. Valkyrie will always deal less damage than zerker. Does that mean it shouldn't blast your full glasscannon zerk one shot meme deadeye after you eat every AoE to the face? Of course it should, that's what makes your build fall into the "glass cannon" category. Seems like people here want to play high risk builds sans the high risk component. Which is kind of ironic, considering posts like these: Take two seconds to consider this post in a practical every-day scenario. A high risk build (let's say, power holo) meets an extremely low risk/low skill build (let's say condi rev). Who should be favored in this matchup if both players make a lot of mistakes? Obviously the low-risk build, that's the whole point of high risk - you're taking huge risks and get punished if things don't go your way. Which is why you'll see your average low-skilled power holos getting stomped on by your average low-skilled condi revs. However, when an insanely high-skilled power holo meets a condi rev, it's a whole different story and the holo can easily kite/kill the condi rev - in fact, it's a favored matchup for the holo. If anyone wants to take me up on this: I'll gladly fight their condi rev or any other "low-skill" class of their choice with a non-trailblazer, non-viper, non-condi, pure power based class which is supposedly underperforming (can do most power classes) - feel free to hit me up ingame. Don't QQ about low risk when you play high-risk and get obliterated for making mistakes really. That's the point of your choice, and your build. Lots of people in the community suffer from severe dunning krugger where they believe they're mechanical gods, play the most mechanically intensive builds in the game, and then cry when they're unable to pull it off despite the fact that it's the literal definition of "high risk". Just play low-risk/low-skill like everyone else then, you'll probably get better results. Or play glass cannon and then keep crying about your class being squishy when it's supposed to be squishy to everything in the game, including tanks ¯_(ツ)_/¯
  5. How? When I paste the chat link in GW2's chat window, it only gives me the code without it being interactable. What am I missing? This the the GW2 Skills build code: [&DQkDPg86PyncEdwR1BEGEisSKxIGEtQRyhHKEREODhAGEisS1BEGEtQRKxI=] P.S. I assume it is not working for the very reason some Rev builds cause the templates to malfuction/crash the game. There must be something in this build I posted that is no longer recognized by the game. As I said in my opening post and the one you quoted, this only works for all other classes (except rev) - rev build codes are corrupted for some reason, seems as though this is what's causing the crashes too. I can see how my post could be misleading though - hope this clears it up! This is mostly for people who have a rev build stored in their account build storage, and therefore can't change their traits on any other classes either. Hope a fix comes soon.
  6. In high plat/legend I get match queues under 2-3 minutes. Meanwhile challenger players on LoL sit in 30 min queues to get games. But nah, pvp has been dead since 2012, some wise sage in HOTM said so. /s PS: Most recent mAT had more power builds than condi builds. CC is still king though.
  7. For people who have a rev build in account build storage and therefore can't open the Build tab to set traits on any class: I found that a temporary workaround (for all classes except revs) is to create a build using http://en.gw2skills.net/editor/, copy the in-game link into chat, and then apply it via the popup window that opens. This allows you to circumvent having to use the build window to set your traits/talents. Rev build chatcodes still seem to be corrupted. @ArenaNet Team.4819 Any updates regarding this situation? It's been over 16 hours now, my friends and I are completely unable to play Rev as we cannot set up our talents if we have a rev build in our account storage.
  8. It seems like people who had any Revenant builds saved in their build account storage can't open the "Build" tab on any of their characters, as the game crashes when the game attempts to load the corrupted build. This means that you can't set traits/talents on any of your characters, making the game completely unplayable. My friends who don't have revenant builds saved in their account build storage aren't having this issue, but anyone who does have one saved cannot open the build tab on any character. It seems like revenant builds got corrupted as a whole with this patch, and the game crashes when presented with any scenario in which it needs to read said corrupted build (i.e opening the build tab with a revenant build saved in your storage). Similarly, attempting to paste a revenant build chatcode into the chat does not parse the build and shows the code instead. This isn't happening with any other class build's chatcode. Revs have also experienced other weird bugs logging in, such as utility traits missing from their hotkey bars and legends being swapped around randomly. It's worth noting that it has nothing to do with the local client files - I logged into my significant other's account (who has no rev builds saved) and did not crash on opening the build tab on his account. As we live together, he logged into my account on his PC (which is running his account without any issues) and also crashed on trying to open the build tab on my account, while he has no issues on his account. There's another thread filling up quickly with these complaints, but the thread and complaints failed to list the exact cause of the issue, and doesn't enumerate the list of issues as concisely. In this light, I made this thread to help summarize the issue efficiently for Anet's reference, and for increased visibility. Kindly resolve this issue at the earliest as it is impossible for raiders/pvpers to play the game without being able to switch their traits and talents around. This is making the game literally unplayable. Thank you. EDIT: A simple hotfix would be to delete all stored revenant builds across all accounts. This would at least allow for players to open the build tab on other classes, and set their builds while the issue is resolved.
  9. More options are never a bad thing. It surprises me how many gw2 players are afraid of change. If you're scared that people won't play conquest when they have other options - you're literally advocating holding people hostage in a certain game mode rather than allowing them to queue for a game mode they'd rather play? That's some real Stockholm Syndrome bs right there lol. And this isn't even an issue if it's implemented properly. Ideally, I'd like to see gw2 move to a WoW style of battlegrounds where you have over 20+ gamemodes (capture the flag, hold the orb, CtF+conquest combined, conquest, siege the fortress, etc etc) and people hitting the queue button get a mode at random with the option to ban 2 modes. This way, you create diversity without splitting the population. Who knows, perhaps it would even bring in more players who are tired of conquest. It really makes me sad to see the amazing combat system and class mechanics of gw2 wasted on a single mode of pvp in 10 not-so-exciting flavors. Gw2's amazing combat and class mechanics combined with WoW's content diversity would be a wet dream come true for me.
  10. Thanks, all of you, for all the advice and reassurance! Seeing as how this thread kind of blew up, I figured I'd post an update here for anyone wondering how it went. She sent me the legendary a few days ago and there haven't been any problems so far. :) It seems as though the horror stories are just that - stories, or that false positives are a statistical outlier given everyone's experiences and my own. Also, thank you all for the belated wishes! This is a big yikes. I'm glad to see that they make an active effort in implementing a zero-tolerance policy with regards to RMT, though, since those items are often stolen from legitimate accounts. I don't even understand why someone would do this though? All tradeable legendaries can be bought straight-up by converting gems to gold and that's 100% legit, which is what I've done in the past to gift my friends certain Black Lion Skins. The game literally gives you a way to buy legendaries with real money, so why gamble with some external website just to save a few bucks and deny supporting a company which has made such a great game? In the past, whenever I've been low on gold, I've always chosen to buy gems to gift my friends something, it's two birds with one stone that way since I also get to support Anet in the process.
  11. A bit of context regarding this question: I've heard a lot of horror stories, and map chat in Lion's Arch spooked me out that people have been falsely banned for receiving legendaries in the mail from trusted people that they personally know. After doing some research, I did find many reddit threads alluding to this being the case. My birthday was on the 20th of May. I've been eyeing meteorlogicus for a while since I think it's beautiful and very very eye-catching. Since my wife had an extra gift of exploration, she decided to put together all the materials and has the legendary in her inventory as we speak, ready to mail it. However, we're both kind of worried that it may trigger a false-positive and lead to a ban. My wife and I have been playing together since 2014, and we typically log in from the same location so we should have a similar IP address. I believe I have plenty of evidence to contact Anet in such a rare case (I've even made paypal payments on her account from the email associated with my Gw2 account) but I'd ideally prefer to avoid the ordeal altogether. So, I'm just trying to scope out what the situation looks like - whether false bans are a common thing, whether it's likely to happen, etc etc. If anyone has received a legendary from a friend/SO/guildy, I'd appreciate if you could elucidate your experience or perhaps shed some reassurance/relief.
  12. Honestly, I think the only thing that's needed to incentivize player purchases more is even more cosmetics. At first glance, this sounds kind of ridiculous considering that Guild Wars 2 already has a gigantic selection of cosmetics, right? However, it's worth noting that the biggest gold sinks are cosmetics on the gem store, mount skins, and of course - legendaries. Legendaries are what keep people earning gold. Now, I understand that there are TB Barons and people maximizing the economy for their in-game income, but for an overwhelming majority of the playerbase, the highest gold/hour activity is your day job at McDonalds. The game is deliberately designed in a way where all farms give middling amount of rewards to encourage Cash-To-Gems purchases, and this is a good thing. This is where the problem comes in, however. The game doesn't get light/medium/heavy armor skins often enough, only adding like 3 with PoF for example. The rest is pretty much our core selection. People enjoy mixing and matching their armor sets - outfits are rather underwhelming, and the selection could certainly be improved. Things like the "Profane Set" or the "Viper Set" on the gemstore were huge hits, and they should consider investing more into those as opposed to outfits. The added homogeneity of many armors looking too similar to one another is also an issue. Or here's another example: there still isn't a Scepter skin as flashy as several legendaries for other weapon types. Both Meteorlogicus and Xiuquatl are kind of underwhelming in my opinion. This means that if my main uses a scepter, I don't really have anything to work towards, even though I would love to be working on a legendary. I honestly believe that, compared to balancing elite specs, figuring out the meta, adding lore and voice acting, designing entire maps etc as expansion content - a weapon skin is waaaay less effort. There should be at least 7-8 legendaries per weapon type, ranging from subdued to flashy for each type of player, as these are what ultimately keep people playing the game and in many cases - decide to drop some $$$ on them. So yeah, no whooping huge changes. A few more grand cosmetics which are rather hefty endeavors and/or require large amounts of gold is really all that we need. PS: I didn't select either of the choices since they weren't very exhaustive and didn't propose more monetization options beyond "hur dur dlc content" or "nothing needs to change!!" - I suggest making a better poll.
  13. The Bjora Marches reward track is actually the best reward track in the game at the moment, since it rewards 11 mystic clovers on completion (non-repeatable). Extremely useful for legendary crafting, that's 1/7th the mystic clovers you need right there. In terms of gold, that's 56 gold - which is far more than 50 of any of the LWS4 map currency's worth in gold. https://wiki.guildwars2.com/wiki/Bjora_Marches_Reward_Track#Noteshttps://gw2efficiency.com/crafting/calculator/a~0!b~1!c~0!d~11-19675 Edit reason: attached sources Its more practical to just vendor those clovers because by the time you look at how much time it takes to be able to convert them to gold you've spent so much time that its then less than 1 gold an hour. If I am wrong about this every player would be doing it but yeah they aren't doing it so it goes back to being the worst reward track.. That makes zero sense from an economic standpoint. First off, every player actively working on legendaries is doing it. Yes, it's a pain to convert it to gold, but if you're working towards literally any legendary, the value saved to time ratio easily justifies it. Gold saved is still gold earned after all, economically speaking. Also, if it was repeatable, people who craft legendaries for big profits would certainly do it 7 times to save 389g-403g on crafting clovers. As you're probably aware, legendary crafting is one of the most profitable activities in the game, being the highest gold/hour. No other reward track even remotely compares to that kind of cost reduction, and therefore value gained. In other words, no other reward track in the game would reward you with 403g (towards a legendary, therefore instant, all reward tracks take the same amount of time to do) for doing it 7 times. So your math is pretty far off in regards to gold/hour. I'll break it down in simple economic terms:Legendaries - Highest gold/hour in the game.This reward track x 7 = -403g from Legendary Cost.No other reward track x 7 = -403g from Legendary Cost.Therefore this reward track blows all the others out of the water. It's a shame it isn't repeatable. Yeah I already knew this process and also why I know its not the highest gold/hour in the game. If it were everyone would be doing it to make gold but its more so of a passive way to eventually make some gold. Where you left out dungeon tokens, gift of exploration etc that are also required to do this which after around 150 or more hours of reward track time its under 3 gold per hour before you even get to the other required parts. So decent gold for the legendary flipping person but the person selling those other things its well beneath 1 gold an hour.A gift of exploration, with the added mobility provided by mounts, takes a grand total of 6 hours. What you stated was true in 2015, it's not true any more. Also, that part can be skipped by simply buying a gift of mastery - I could leave a link to Guild Wars Trading Company (the highest gold making guild in the game, they do deals worth millions in a month) which specializes in legendary crafting/trading as the ultimate high profit activity. Simply put, if the reward track gives mystic clovers within X amount of time, and mystic clovers are worth Y value, and the method of using them is the most profitable activity in the game, then Y value is obtained. Basic economics, I really don't have to explain this further. Literally every baron lists crafting legendaries as the highest gold/hour activity in the game, the biggest money-making guild specializes in it, I don't really know what to say other than letting my sources prove my point. The entry barrier is the investment cost, which is why not "everyone" is doing it, but everyone sitting on massive amounts of account value is certainly doing it. Here are a few sources:http://www.tpguild.com/ (Link to discord, feel free to ask around)youtube.com/watch?v=a4YRG0-iTyw&t=16m44s (cellofrag, a popular TP baron's, guide on making gold with a timestamp at 16:58 on legendary crafting being the highest gold/hour activity in the game)
  14. The Bjora Marches reward track is actually the best reward track in the game at the moment, since it rewards 11 mystic clovers on completion (non-repeatable). Extremely useful for legendary crafting, that's 1/7th the mystic clovers you need right there. In terms of gold, that's 56 gold - which is far more than 50 of any of the LWS4 map currency's worth in gold. https://wiki.guildwars2.com/wiki/Bjora_Marches_Reward_Track#Noteshttps://gw2efficiency.com/crafting/calculator/a~0!b~1!c~0!d~11-19675 Edit reason: attached sources Its more practical to just vendor those clovers because by the time you look at how much time it takes to be able to convert them to gold you've spent so much time that its then less than 1 gold an hour. If I am wrong about this every player would be doing it but yeah they aren't doing it so it goes back to being the worst reward track..That makes zero sense from an economic standpoint. First off, every player actively working on legendaries is doing it. Yes, it's a pain to convert it to gold, but if you're working towards literally any legendary, the value saved to time ratio easily justifies it. Gold saved is still gold earned after all, economically speaking. Also, if it was repeatable, people who craft legendaries for big profits would certainly do it 7 times to save 389g-403g on crafting clovers. As you're probably aware, legendary crafting is one of the most profitable activities in the game, being the highest gold/hour. No other reward track even remotely compares to that kind of cost reduction, and therefore value gained. In other words, no other reward track in the game would reward you with 403g (towards a legendary, therefore instant, all reward tracks take the same amount of time to do) for doing it 7 times. So your math is pretty far off in regards to gold/hour. I'll break it down in simple economic terms:Legendaries - Highest gold/hour in the game.This reward track x 7 = -403g from Legendary Cost.No other reward track x 7 = -403g from Legendary Cost.Therefore this reward track blows all the others out of the water. It's a shame it isn't repeatable.
  15. The Bjora Marches reward track is actually the best reward track in the game at the moment, since it rewards 11 mystic clovers on completion (non-repeatable). Extremely useful for legendary crafting, that's 1/7th the mystic clovers you need right there. In terms of gold, that's 56 gold - which is far more than 50 of any of the LWS4 map currency's worth in gold. https://wiki.guildwars2.com/wiki/Bjora_Marches_Reward_Track#Noteshttps://gw2efficiency.com/crafting/calculator/a~0!b~1!c~0!d~11-19675 Edit reason: attached sources
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