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displayname.8794

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  1. ANet: assigns 90% of their time, money and employees to open world and story. Toxic casuals: complain about the other 10%. The word you're looking for is disconnection.
  2. Despite this post turning into a debate on what is and isn't endgame, I very much share the sentiment but doubt anything's going to change. I spent most of my in game time doing raids, used to full clear + 5 CMs in 2,5h on a Monday and still logged multiple other days just to raid (losing gold in the process); to give an idea I could do largos (one of the worst bosses in the game lol) like 5-6 times a week cause I loved playing mirage and I just wanted to be better and better. Over time, like every raider that hasn't quit yet, I gave up on the idea of having new content from time to time, even 3 bosses every 12-18 months. Then I gave up on the idea of having steady balance patches, possibly with nerfs or buffs that didn't feel completely random or pointless. With the 2 above gone, the only thing left were rewards. And I realised that raid rewards didn't FEEL good at all. What I was doing was basically just farm gold to fund the next legendary (tbh I didn't even like most of them but they're just the "arrival point" of progression in this game and have nice qol) or the next gemstore shiny, and I could only do that once a week. I asked myself why doesn't every raid wing have good themed armor skins that you can drop, like largos or djinn attire? Themed infusions like the ghostly? Anything that feels good when you drop it and it's cool enough to encourage people to try the content... Eventually, after witnessing my friends quit one after the other, I stopped playing too. It doesn't help that raids on this forum are a massive trigger and any suggestions made to improve the experience of veterans are just downvoted and spammed with confused reactions. Open world legendary armor acquired through auto attack spam? You're a hero and deserve to become president of the world. More exclusive rewards from instanced content? Nah raiders lives don't matter. If you still have goals or friends to raid and have fun with, just focus on them and nothing else will matter. If you don't, I highly suggest to take a break and check from time to time to see if anything intrigues you. Imo, they focus too little on instanced content for it not to feel "lacking" in some way and if that's your only focus and don't care about achievement hunting/open world farms, this feels more like a side game.
  3. I don't really know much about NA but off the top of my head you can 1) Join a training community like Raid Academy 2) Join streamers like Snebzor and Emidotexe (there are more for sure) who do no req trainings often 3) Look on reddit, there's a guild recruitment page where you can find a group that suits your needs (or make a post yourself and hope someone contacts you) Hope you have great fun, raids are really good content. Good luck!
  4. I should be able to get legendary armour through roleplaying. ANet give it to me now or I'll stop swiping my card!!1!11!!1 (actually just mail it to my account and I'll forgive you xoxo)
  5. Ah yes, another one of those "you raiders killed this game" thread. First and foremost, toughness based aggro is something the devs introduced and not the players, how we get to "you killed your game mode" is beyond my comprehension but let's ignore logic for a second... Your entire opinion, that you call "facts", is based on a premise that is factually incorrect. The scepticism towards high toughness in raids comes from the fact that a lot of people approaching raids with their open world gear don't actually have a functional build at all: random stat combos (often lower than exotic rarity), mismatched runes, questionable trait and utility choice. Every player with an average understanding of the game will tell you that you can, in fact, join a raid with good stat combos that include toughness (like trailblazer or celestial) as long as the final result is a functional build that fulfills your stated role without underperforming severely. That being said, if you want to run an unconventional amount of toughness you have to accept a compromise: YOU tank toughness based encounters if the designated tank can't or doesn't want to increase their toughness. Dedicated tanks exist to ease the job of the other 9 players but if you want to have high toughness and make your life harder for no reason, by all means do so. Most bosses don't hit that hard and pugs take 2 healers anyway. Allow me a small consideration, though. When you join other players (especially randoms) in hard instanced content, you commit to playing your class in the best way possible to increase the chances of success. The harder the content, the more your individual performance matters.You can play football in slippers, but why would you do that if you're actively trying to win and not drag your team down? Lastly, a lot of people tend to forget it when they complain, but this is still a Massive Multiplayer game. If you don't enjoy the way pugs do things, you have the option to make your own groups with your own rules. Honestly, people should just stop artificially creating barriers to justify their incompetence or their uninterest in teaming up with other players.
  6. The butterfly effect: swapping a loadout in Virginia could cause the servers in Frankfurt to implode. If it was a revenant loadout, a nuclear war could be almost unavoidable. But seriously, it probably has to do with server stability since it's the excuse they use for everything, see the changes to precasting.
  7. If the aim of this proposal is to get easy LIs/LDs I have to say no. Rewards being tied to the respective game modes are healthy and a staple of the MMO genre, more so considering legendary armor should be a prestige item. If the aim is to get more people to experience the "real" raids, I'm not completely against it if implemented properly. Let's say double the players (20), half the rewards (1 gold per successful kill, could keep the same chance at ascended or exclusive drops like infusions), NO LI/LD awarded: a potential environment to learn mechanics without pressure and encourage the transition towards 10 man raids. Personally I think it would fail miserably because there are already ways for new players who REALLY want to experience challenging instanced content, whether originally created by ANet for the same purpose (strike missions) or by the players (training guilds and discord servers), but it would be an interesting experiment to see how many non-raiders do it under those premises.
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