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Nemesis.8576

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Everything posted by Nemesis.8576

  1. Why is there no Marauder/Svaard's option in the ascended weapon box for the Wizard's Vault? It looks like the other stats are available. This is very disappointing. I tried to find a way to change the stats via the Mystic Forge, but the materials were not available. I could make everything I needed for the armor, but it seems like that is not the case for weaponsmithing. I feel like the whole ascended armor crafting was a huge waste of me time. It was a lot of effort for very little return, and now the weapon is disappointing as well. I'm not sure why anyone would bother with getting ascended gear unless they really wanted to do higher level fractals.
  2. I mostly have been enjoying SotO; however, there are things that continue to annoy me about GW2 in general. One thing is the long boss fights in the story sections. If the boss fight goes on more than five minutes, it's really not fun anymore. It's just me doing the same thing over and over again till the boss finally dies. It's exhausting and boring. Another thing is that the skyscale has always felt annoying but at the same time necessary to adequately navigate the landscape. SotO makes this even more obvious, and the new skyscale abilities, like fireball, really only add to my disappointment in this mount. Personally, I'd prefer not to have the new abilities and instead just have the skyscale actually fly. Even if the fly distance was doubled or tripled , that would help a great deal. I can't even make it all the way across the fairly small area of The Tomb of Primeval Kings without landing. The original attack is fussy to aim, and the fireball is even worse. When you even barely touch a branch or cliff the mount starts to plummet to the ground. The wall launch is very annoying. It causes the mount to stick to many invisible walls around entrances. Also, the "not enough room to mount" feature is very irritating. The mount quite frequently heads off in the wrong direction after mounting it. Many times I have pushed W to go forward and ended up going to the side instead. The only way to fix it is to stop pushing buttons for a couple of seconds to wait for it to clear up or to dismount and remount. Also, pushing the space bar does not always make the skyscale ascend. I often have to push the space bar again to get it to climb. I just want a simple flying mount that gets me around without all the hassle.
  3. Fireball on Skyscale: Precision Aimed Ability, you must be joking. This ability is right there at the top of the list for missing its target. Either this is bug, or the description is wildly inaccurate.
  4. There seems to be quite a bit of focus on group content by the development and design teams, but a lot of the changes seem to affect solo play more than group play. Where is the balance in solo play? I want all my professions to feel powerful when I play them solo. Groups are not a big concern for me. I, like most other players, spend most of my time in solo play. It's not because we don't want to group up, it's because we don't want to wait for other players. I'm happy to join in an event or bounty when I happen upon one. It's fun to group up. Maybe more focus could be placed on making individual professions feel more powerful and easy to play. I heard a long timer player comment that they thought the core specializations were inferior to the elite specs. Well, I don't find this to be true always, and I certainly hope this was not the design intent. Any specialization should be viable and feel powerful. I realize that is not the case currently, but no one wants to play to level 80 only to end up with an ineffective build. A lot of builds are very inferior to the few that actually work well. I had to go through a lot of trial an error and gold to get my Guardian to play decently. I did not appreciate the difficultly in finding a good build. For new players, it's very discouraging to have to deal with these problems. Everything seemed just fine when I was in Central Tyria, and the moment I got to the expansions, it was clear there were some very serious issues. Either provide some basic guidance on making a decent build, or make the build process much simpler. You can't just take a spec from the Internet and expect it to work, because the people recommending those specs are of different levels of play experience and they often have different goals. What we need is a good open world PvE build available for each specification, core or elite spec, because that is what most of us are doing. We are not immediately going to jump into content like PvP, dungeons, fractals, raids, and missions. In fact, raids have become so elitist, that most of us will never do them.
  5. I'm trying to figure out the purpose of achievements like Depositing Materials and Using the Bank. I get no points for these, I just get this message that tells me I did it. What good are these?
  6. The watercolor style of the game makes it difficult to determine which areas of the map are unexplored. I would not say it's a huge problem for experienced players, but it continues to be an annoyance when you create new characters.
  7. Why can't I invite someone to a party in the context menu in chat? Sometimes I'm chatting with someone in map chat, and I would like to help with something, but I don't have an option to add them to my party. I can block them, I can add them as a friend, but there is no option to invite them to a party.
  8. Why is there no transparency setting for the main map? I need the map to navigate. The mini-map is nearly worthless for navigating.
  9. I wouldn't say it's a complete waste of time; however, the elementalist continues to feel week and is a lot more effort to play than other professions. It starts with lowest health category and then it takes more damaged because it wear cloth and to make things worse it does not compensate by having an increase in damage abilities. It's a glass firecracker. I have all my professions equipped the same way just to show how inconsistent the game is between them. You'd think they'd be equally capable, but their not. To make things worse, all the light armor professions seem to suffer from a serious vulnerability to knock downs and interrupts. Yeah, I know there are ways to compensate for this. The game is overloaded with so much complexity, it's nearly impossible for beginners to come up with effect builds. Build complexity is the single biggest barrier to new players enjoying this game. If it does not get fixed, Guild Wars 2 will forever be a niche game. If that's the goal, fine, but you'll never see the kind of success other games have managed. If I had to sum up Guild Wars 2, I'd say that it's wildly inconsistent and needlessly complex.
  10. Yet another mysterious inconsistency. I have no idea why someone thought mobs above level 80 were necessary. It's not like level 80 has any sort of consistency to it. You can't count of the number of hit points due to the level. Veteran, Elite, Champion, and Legendary are all very inconsistent in both abilities and hit points. This seems especially true of the different expansions. The mobs are wildly inconsistent between expansions.
  11. Someone worked hard on this stuff. I don't understand why you'd give it away in the first place, but then after a while, you have to buy it. It's inconsistent. Pick one, and stick to it. Also, even after you buy it, access to maps are stuck behind the story. You can't just go there in most cases. Maybe people just want to explore and don't want to do the story. But, that's not the biggest GW2 problem. The main issue is that the build system is too kitten complicated. I have to sort through hundreds of combinations of abilities and armor stats to find one of the few builds that actually work. The vast majority of combinations are just awful. Why even allow combinations that are so useless. It looks like, at some point, that someone realized that health was a big issue for most professions and that person decided to give level 80 boosted characters Soldier's armor to compensate. Not a horrible idea, but perhaps something like Marauder would have been a better balance. Now, it looks like everyone gets Celestial armor, which seems like you've just given up trying to help people spec their armor. But, who the hell knows? No of use know how this thing is supposes to work. Can we have a pure power spec and be effective? Can we have a pure condition spec and be effective? I honestly can't tell. I've tried them both, who the hell knows if I'm missing something crucial. Should we all have Celestial spec?
  12. It's just hard to make good thief builds. Once you get the Daredevil elite spec, then you can make something reasonable. Thief seems fine until you get to the expansions, then it becomes problematic. Of course, you could say this about most of the professions. I don't know why the hell things got so much more difficult in the expansions. It doesn't make any sense. What the hell does level 80 even mean? There's so much inconsistency with the health of level 80 mobs that the level seems completely worthless. Yeah, I know there are different types of mobs, but that does not explain the differences between hit points on the same types of mobs that are at the same level. Here's a radical idea. Balance the professions against the actually mobs.
  13. The fact that this situation even occurs is very frustrating. Why the hell are only a few builds effective? Also, why did I have to find out which ones where complete crap by trial and error? If certain abilities are crap, they don't belong in the game. What is the point of any ability that relies on the target NPC standing still? The entire combat system is designed around movement. If the ability counts on the target remaining in the same place, wandering into something, or lining up in a nice queue, then it doesn't belong in this combat system. While were at it, why have abilities that need to be aimed? Just hit what I'm locked onto. That stupid skyscale attack is one of the prime examples. It's difficult to aim. At least the raptor tail sweep is easy to use in combat.
  14. If I had to guess, I'd say they will never realize there are problems with conditions. There are too many, they stack too high, and they are difficult to counter. WoW did this much better with DoT spells. It's just one more complication in an already too complicated game.
  15. Reaper's Shroud seems pointless now. It feels really week. I'm not sure why I would bother with it now.
  16. For the love of God, can you please make the login screen stop moving with the mouse. It's extremely irritating.
  17. Now, you see one of this game's many problems. You'll never get anyone to agree on any how to spec a profession, but warrior is one of the difficult ones. It's still not quite a bad as elementalist, but it's still very frustrating. There's really no right answer to this problem as it depends on which part of the game you're in, which game mode you're playing and which enemies you are fighting. There is no one build to rule them all, sadly. I spend most of my time in PvE in the open world. There are levels of difficultly for these areas. Central Tyria is the easiest, Path of Fire is harder, and Heart of Thorns is the hardest. There are many levels of mobs from easiest to hardest they are: Ambient creature, Normal, Veteran, Elite, Champion, Legendary, and Epic. Every mob has different abilities. Solider gear can keep you alive, but it is extremely frustrating to use on the warrior most of the time, because when you are in single combat or fighting small groups of normal difficulty mobs, it takes too long to kill them. The issue is that you don't have any critical strike ability. You'll need to add precision and ferocity to adjust that. The easiest step up from soldiers gear that accomplishes that is marauder gear. I'd recommend that it be exotic (orange) gear. You can add a Superior Rune of the Warrior to all six pieces of armor to help compensate for the reduction in health. You might also wish to put a Superior Sigil of Accuracy and Superior Sigil of Force on your weapons to increase critical strike chance and improve damage done. This will be a power build, and it works well with warriors. Personally, I like double axes for melee weapons, and I have a bow for the backup weapon for range, but you could also use a rifle. Note, this is a build for new players, and I can't guarantee you'll like it, but it sounds like you need step up from soldier's gear, and this will work for that. As you continue through the game, you will develop different needs, and you will inevitably want to have more or different gear. A lot of people have multiple sets of gear for different parts of the game. For example, if you decide you want to play fractals, you'll eventually need ascended gear to deal so you can add agony resistance to your gear. If I had to sum up Guild Wars 2, I would say it is wildly inconsistent and too complicated.
  18. Untamed This elite spec feels very weak to play. The evasive abilities seem lacking, and the melee weapons make you vulnerable without any compensation in power from the abilities. The transform seems to make you more vulnerable, and doesn't really add anything useful to the spec. Specter This elite spec feels extremely weak to play. The shroud doesn't seem to add anything useful to the spec. This is the most vulnerable I've ever felt with a thief elite spec. This is the worst of the elite thief builds. Mechanist This elite spec feels powerful and diverse in its abilities. It has a very good mix of offensive and defensive abilities, and the mech is a great addition to the spec. This is the best engineer elite spec so far. It has finally made the engineer really fun to play. After trying all the elite specs for End of Dragons, I found only three specs that I would enjoy playing, Harbinger, Virtuoso, and Mechanist. While I understand not everyone will enjoy playing every elite spec, I am concerned that most of the specs feel weak and too vulnerable. It makes me wonder how each spec was tested. I have been playing Guild Wars 2 for several months now. I've found that core Tyria is mostly quite a bit of fun and is quite diverse in its content, but unfortunately, the two expansions significantly increased the difficulty of the game, rendering core Tyria ineffective in evaluating new specs and builds. Path of Fire seems to be the middle ground when it comes to difficulty, so I tend to start there when evaluating new specs and builds. When I test a spec or build and find that it has trouble defeating mobs like the scarabs in this area, it gives me a very poor impression of that spec. I like to test other mobs like hero challenges as well. All the current specs and builds I have chosen to use can defeat most of the hero challenges solo. If a new spec cannot do this, I consider it to be under-powered. Heart of Thorns is the most difficult expansion to play. The terrain is largely extremely difficult to navigate, and the mobs are more difficult to kill. The hero challenges are nearly impossible to manage solo in many cases. This makes testing new specs in this area difficult, so I usually avoid this expansion. I understand the need to demonstrate new abilities against targets like the kitten golems, but it really does not give a fair impression of how the abilities work in a typical fight. Mobs in Tyria fight back, they move around, and have unique abilities. Kitten golems are a very poor substitute for most mobs in Tyria. The extreme differences in the offensive abilities, defensive abilities, and vulnerability of different elite specs makes me wonder if these specs were tested properly. I only have to spend a few minutes with a spec to see very obvious weaknesses in how it plays compared to other specs. I'm not sure what the goal is for these elite specs, but the balance feels way off. I believe ArenaNet is very aware of which mobs are harder to defeat, because there are player stats of which mobs kill the most players. Test against these mobs, and you'll have an idea of which spec really works well. Guild Wars 2 is much like the weather, it is mostly felt in its extremes. People expect to be able to defeat the regular mobs, it's the more difficult mobs where your choice of spec and build are important.
  19. Overall, icons, graphics, and animations look really good for these three elite specs. I was looking forward to some interesting new abilities, and this certainly delivered on that. I'm very interested to see what the other elite specs offer. Willbender feels weak and vulnerable with every spec I've tried. I would not like to play this elite specialization as is. I was hoping for a more deadly spec, but this one seems under powered and has trouble handling mobs that the other specs defeat with ease. Core Guardian abilities easily out performed the Willbender abilities. Maybe I'm playing it wrong. Maybe it is just very difficult to find a play style that works for this spec. The last thing this game needs is another complicated spec to play. Virtuoso feels tough and powerful. The virtual/magic daggers look really great. It was quite a bit of fun to play, and I would definitely enjoy playing this spec as it is. It gives a much needed reduction in complexity and change in play style to the Mesmer. Harbinger also feels tough and powerful. I was concerned that it would feel too vulnerable, but this is not the case at all. I was also worried about the focus on elixirs, but once again, I was mistaken. They're actually really great. It nicely complements the other Necromancer elite specs. For this spec as well, I would definitely enjoy playing it as is. I don't feel like the necromancer needed any improvement, but it's nice to have choices with elite specs for various play styles.
  20. I cannot express enough how much I hate the design of the holosmith photon forge. One, why the hell does it have to cause damage after it overheats? Two, why does it have to overheat to cool down? Just give it a cool down or something after it overheats like every other freaking ability. It's extremely annoying to use.
  21. I ran into yet another NPC that casts conditions that can't be dispelled. We need a robust way to clear these conditions, or stop having the NPCs use them. Just getting close to these NPCs is enough to put a condition on you that will likely kill you. How the hell are you suppose to have a battle with them. These conditions are a real nuisance. It's not fun trying to take down these NPCs. It just makes me want to avoid them. What was the logic here? You need a large group to take them out and just hope someone can rez you when you get hit. Zerg style groups are not very much fun. They are effective, but it's chaos on the screen, and there is no challenge. I can't even tell if I'm hitting the NPC sometimes in one of these groups. Small groups where I can tell I'm actually contributing; those are fun. Solo battles are fun too, or even just two people, but if I have to have a very large group, the task becomes boring.
  22. Why do I have to click on mastery insight points once I earn them to get them to register? I've already either communed with something or done a quest to get them, then they appear at the bottom right of my screen and I have to click on them to officially get them? Hero points don't do this. Why do mastery insight points have to do this? Also, the entire mastery point system is overly complicated. Just have one type of mastery point for everything. It's almost as bad as the currency type situation.
  23. Levels are almost entirely useless in this game. The only time I pay attention to levels is when I'm getting to level 80. I use levels to judge which mobs I can fight and win. However, once you get to level 80 sometimes before that, levels are completely inadequate to determine how difficult a mob will be to kill. Just put the actual hit points on the mob and be done with it. I really don't appreciate that one level 80 mob seems to have at least 10 times the hit points of another level 80 mob. This is a very confusing situation for new players.
  24. It looks like these commander tags were originally designed for large PvP groups, but since I really don't engage in PvP, I mostly see them used to form squads for running several instances and getting hero and mastery points more conveniently. Why not provide a way to get commander tags without PvP, or why not add the commander features to the mentor tag?
  25. It seems like the only point to the no mount areas is to provide a challenge for people wanting to play with jumping puzzles. Is there not way to just instance the jumping puzzles and ditch the no mount areas? A lot of us really enjoy exploring areas on our mounts, and things like this really get in the way. Also, there seem to be several inexplicable invisible walls in the game. Some seem to be there to prevent entry to jumping puzzles, but others are a mystery to me. Are these really necessary? It's bad enough the several places need invisible platforms to provide a place to land when the landing area seems to small to support a character. Can we not just make the landing area bigger? I'll give you a pass on the ropes you can walk on, but the other areas just make no sense to me. Why would I think I could jump onto some of those tiny surfaces? You never know which surfaces you can stand on and which you can't until you try to jump on them.
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