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bullsxtwo.1027

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  1. You are literally proving yourself wrong in that you read it... "and not wanting to force random players to "obey the community rules". As it is right now you are bound to always end up with conflict between those who are simply exploring and those farming, which is very unlike what GW2 usually do. Even if I as a commander were to ignore them, others in the squad tend to get annoyed and complain." Ah yes, how would we possibly solve the issue of "brainless zerg with a cat tag runs in, stomps the loot out of everything in sight and then takes off to do the next spot -- leaving nothing for the solo player to do except wait for everything to respawn"? IDK, maybe make it so that they don't have to fight each other over enemies, but how would you possibly do that? There definitely isn't a method to separate them in such a way that both get what they want... Nooo~ that's impossible...
  2. Seriously, is it really that hard to read what I actually wrote? Learn to properly read everything and don't cherry-pick... Hey, look an actually well-thought-out counterargument. You get way less, a majority of loot comes from green doors. And the random enemies around the map can be cleared out way faster than the door respawns, leaving no enemies whatsoever. Yeah, because raids, guild missions, dungeons, strikes etc aren't a thing and are definitely no major part of MMOs. I honestly have no clue what achievements have to do with anything... If nothing else it would make it easier to finish the achievements since they wouldn't have to worry about others getting in the way and if they need help, just ask someone.
  3. You are definitely not wrong that it's closer to an open world than a meta. It's just that you can effectively "grief" one another, which is very anti-gw2 as it's a lot like kill stealing in other games. There simply isn't enough for everyone. As for the yelling to go away part, there have definitely been times where this becomes an issue, like when the underwater skimmer mastery was released and you were required to fail an event to unlock it but a bunch of randoms would always complete it, similar was the Zhaitan legendary that required a failed event. Or more recently the Valdhertz crypts which required people to leave it so that it would reset and allow others to complete it and yet a bunch afked in it. Tequtle and the shatterer tend to have a similar issue as well.
  4. I distinctly said I did NOT want to force anyone to play the same way as I. What I'm proposing is a solution so that those who want to play as a group can, just as in Dragonstorm you can create a private instance for organised squads, separate from the public one. I honestly don't get why you are against it, it's a simple change that wouldn't affect you in any way. For one you don't seem to understand how the doors work, the green doors are the ones the larger groups want as they give more rewards based on the number of players as they scale with the number of players. To force groups to play around you is not better than them forcing you to play with them, selfish. Ah yes, because playing entirely alone, not engaging with the rest is very social. And are you saying that other players aren't allowed to earn gold, that they should solely play without any goal besides chatting? I'm sorry if I come off as rude, but you are honestly making some quite annoying and honestly rude statements of your own. I find it to be in bad faith.
  5. The problem is that many just keep opening doors and killing everything alone, and since the doors have a respawn timer it often results in situations where you run out of doors and subsequently, everyone gets less loot.
  6. Since the tech for it is now available I would suggest adding the option to create a private instance for Lab, I have found there are a lot of times when I command a squad that there are some new players who don't know about lab farm that run around and randomly opening doors. As a commander, I end up feeling torn between trying to ensure that everyone gets loot and not wanting to force random players to "obey the community rules". As it is right now you are bound to always end up with conflict between those who are simply exploring and those farming, which is very unlike what GW2 usually do. Even if I as a commander were to ignore them, others in the squad tend to get annoyed and complain. Allowing us to create our own instances just like DS and the Tower of Nightmares seems like an obvious and easy solution.
  7. I may be presumptuous here but I do believe most would agree that the balance of the game is a bit wacky and is long due for a major rework. And whilst I do know that some really don't like nerfs or change, I do ask that you approach this topic with an open mind that others may think differently or not possess the same level of skill, knowledge or playstyle, this is meant as a discussion and possible suggestion to Anet and nothing more. Be it WvW, PvP or PvE, the fundamental building blocks of the balance are strange at best at times. In PvE healing and DPS are so high that it makes something boringly easy, raids which are meant for players looking for a challenge have become trivial, and some open-world boss achievement has become near impossible to get as they require the bosses to enter other phases, which they don't do as they are killed to fast, for example, the shatterer. I've seen plenty of new players complain that core maps are too easy and uninteresting. On the other side of the coin is the fact that the build variety in PvE is decreasing, as the difference between the lowest and highest damage potential is too great between builds(assuming you know the rotation in both cases), so squishing them together would be a great idea I think at least. Whilst I'm not a big WvW fan I can tell there are a few balance issues that can be addressed, like thieves that are impossible to catch, or the over-reliance on blobs with little variety. In PvP most are aware that it always swings between oneshot burst and bunker metas, as one gets keeps getting replaced by the other. I'd suggest nerfing almost everything evenly across the board, at least for PvP. Reduce DPS and burst but also reduce damage mitigations like block and invulnerability. Reduce healing so that damage taken in combat is semi-permanent, (maybe add an in-combat healing reduction effect?), so that you can't just heal to max health, so that bunkers will get worn down over time. Increase the respawn time or increase the distance between bases to avoid having them immediately run back. As for conditions as most will know in PvP, conditions aren't so much DOTs as they are just a different form of burst, I'd suggest reworking them to become proper DOTs, or making each type of damaging condition more unique as there is very little difference between bleed and say burning. Reduce the direct damage of conditions and decrease the number of condition cleanses, maybe make toughness affect conditions as well in some way as the stat is severely underperforming at the moment. Change how poison works, make it so that its healing reduction effect stacks, and balance it thereafter with its damage component and its reduction amount, it might help with the whole overheal issue. Figure out a way to reduce the visual clutter in group fights and visual clarity, it's more important than you'd think, for PvE and WvW as well. Most games nowadays put limits on stealth, often focusing on making it have more utility use rather than combat, having a thief or mesmer constantly going into stealth can often come off as more annoying than anything, I don't really know what could be done to make it less annoying whilst also keeping it useful. Maybe turn spotted into a condition that can be cleansed and make it more common? Just reduce the amount of CCs and stun breaks, and compensate by making it easier to hit. If you have any suggestion of your own that I haven't thought of or if you think anything I've written could be done in a different way/shouldn't be changed or simply if you think I'm wrong feel free to explain why and how.
  8. While I can see why replacing Fervent Force might be a good idea, Let Loose might not be it. It might result in rangers just having 2 weapons of the same type and swapping between them, especially the longbow. With how its unleashed skill reduces cooldown, you can expect a lot of Rapid Fire. You might at least add some sort of effect to Restorative Strikes when not unleashed.
  9. Ok, now THAT is something I can get behind. Like some sort of event mode or something.
  10. Besides being 3D, custom characters and with capture points SPvP is basically Smash Bros, at least in how it plays.
  11. Probably longer than you'd think, the first mention of anything void like is in S2. But as I mentioned before it has probably also gone through several iterations behind scenes but the general idea has been around. I wouldn't call it wonky but just soft magic, magic without any defined rules like LOTR. Most games do since it would be hard to come up with an explanation for why skills behave as they do.
  12. I'm aware that the wiki is fan-made, I'm just too lazy to go ingame and look for everything myself. As for its connection to the mists, it's pretty clear to me that it is related in some way. The primary goal of the void is to ¨unravel¨ the world, since the world was created from the mists it's reasonable to assume that this would mean that the world would be in some way returned to the mists itself, returning to being proto matter. Which is likely what that void-influenced NPC was referring to, although I do agree that the part about the mists creating and the void destroying is a bit out of thin air. As for the void, it's likely some sort of proto-magic elemental. But again, I suspect we'll be hearing more about its connection to the mists in the near future, more specifically the relation to demons and Astral creatures (possibly fractals, if the writers have thought that far).
  13. I was simply paraphrasing what the wiki said. That is actually indeed a better way to put it. In the beginning, everything was Void—timeless, cold, and empty.[7] There was a delicate balance at play: where the Mists sought to create various forms endlessly, the Void sought to return any created life and constructs back to the state of primordial chaos in the Mists only to be rearranged. -The wiki. It is unclear if the Void's influence extends beyond the Tyrian part of the Mists to the other realms of the living. It appears that the Six Human Gods' magic is different from native Tyrian magic and would potentially suggest another type of Void or division of magic in the realm—or realms—from which the gods, the Forgotten, and humans had traveled to Tyria.[6] -The Wiki. As far as I know, the void still has a lot of missing pieces which we will probably see in the near future. But like much of GW2 lore, it takes heavy inspiration from already existing themes and concepts. So you can generally guess where things are going.
  14. The Void is raw magic—chaos incarnate. In the beginning, everything was Void. Then the Mother Dragon, Soo-Won, brought order, splitting the Void into six domains of magic. [...] The force that emerged from the broken dragon-cycle. Which, if not stopped, will unwind reality one thread at a time. — Kuunavang in Fallout The Void is raw, primal form of magic which is made up of all the six primary domains of magic—Crystal, Death, Fire, Ice, Plant, and Water—of the world of Tyria.[1] According to Kuunavang, it is chaos incarnate.[2] However, after studying it Joon, Gorrik, and Taimi come to the conclusion that it instead breaks down the rules of reality Tyrians know and so only appears to be chaotic in nature.[1] It is the source of everything on the world of Tyria and aims to return Tyria and its inhabitants to the primordial state in the Mists to be rearranged.[3] After the first Elder Dragon Soo-Won split it into six domains of magic to regulate the All and preserve the existence of the world of Tyria, the Void has slowly been corrupting her and the other Elder Dragons and inflicting them with torment while also being corrupted itself with each Elder Dragon's demise. Due to the influence from its Elder Dragon hosts, the Void has gradually been evolving into a coalesced, malicious consciousness known as the Dragonvoid which actively seeks to unwind reality and end all life on Tyria.[4] As a result of this influence, many of the Void creatures manifest as shadowy versions of Elder Dragon minions.[5] (Taken from the wiki) It says that the void itself is pure ¨mixed¨ magic and that by filtering it you split it up into usable components. Rather than the ley lines being light and the dark void being muddied, it would be more correct to say that the dark void is light and that the leylines are like said light being filtered through a crystal(the EDs and Aurene) to create a rainbow of distinct colours(elements), the leylines. According to the wiki the void has been corrupted by a none-magic based force belonging to the EDs(probably the power which allowed Soo-Won to use ¨magic¨ to split the void before the magic as we know came to be) known as Dragon energy. Not much is known about dragon energy yet. The void itself is a sort of entropy, or more specifically, the stuff the mists are made of.
  15. I was referring to the part above you made it sound like the void had something extra in it, besides magic.
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