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danickar.3495

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  1. Sounds like you want something like this: https://wiki.guildwars2.com/wiki/Town_clothing So that you can easily switch between a non-combat look and a combat look. Since that feature was removed my best guess would be to have an equipment template slot that is just some low level gear that you reskin to your casual look and then you can swap sets to get your combat/noncombat looks without having to change what the combat gear looks like.
  2. I am 2 for 2 with an organized group. I have not been successful with any kind of randomness. I am ok with the way the meta is right now and do not think it needs any nerfing. I think adding a participation tracker to give a little more reward along the way wouldn't be a bad idea though.
  3. So just so I understand, you think there should be rewards even if the event fails?
  4. If you don't see how you are being toxic then anyone pointing it out will not help. You are attacking others and not actually contributing anything meaningful to this thread.
  5. Rules and restrictions do not make fun for everyone. If the rule says "Must use meta build" then anyone who does not enjoy the meta build for their class isn't going to have fun. The rule may be in place because the group feels it is needed to create the most likely successful outcome of the raid. Their group their rules no problem, but don't try and say it will "make it a fun experience for everyone". Edit: If the rule is not enforced then why have it as a rule at all? The rule by nature discourages some players who do not want/enjoy playing those builds. If the rule is truly optional then removing it would remove that barrier that makes players not want to even attempt to join because they do not wish to be meta.
  6. Here is my perspective for what it is worth. I recently quit WoW (for most likely the last time) because the game has changed from what it was and the emphasis on Mythic+ dungeons. I believe Raido.io to be one of the worst most toxicity inducing things ever created. In my last go around in the game I decided I wanted to work towards the mount from doing all of the M+ dungeons at a high enough level. I accepted that in order to do this I would have to work on my own Raider.io score. I stubbornly held onto the desire to play my Demonology Warlock even though that was not the preferred way to Warlock in that setting. I worked hard and eventually had the highest IO score for a Demo Warlock on my server and one of the highest around. I still had a hard time getting into the higher tier groups that I needed so I decided to start my own groups. It was not long before I realized that when forming my groups I was using the same selective processes that I had hated and why I was against M+ and Raider.io to begin with. This realization is why I ultimately quit WoW. I had turned into the toxic player I never wanted to be. What's my point? My point is that game design often forces people into situations that ultimately start creating toxic behaviors even among people who don't consider themselves toxic or never wanted to be. I would wager that there are many people in the raiding community who do not realize that they are engaging in toxic behaviors. (Side note I do not think toxic behavior is limited to any one community or game mode). If these players are so deep and invested in their activity though they might be truly unaware of what the image they are portraying really is. Yes, there are also others who simply don't care. I am working on my turtle mount slowly. I am not at the strike requirement yet, however, every time I look into LFG for the strike just to see how groups are doing I do not see a single group that doesn't have some sort of gate keeping requirement. When I look to see if people are raiding I either see these gate keeping requirements or people selling runs. The other side of this problem from what I see is that ANet created a monster they can't control here. The idea of "play how you want" and then they design encounters that require such specificity is counter productive. The changes recently to boons (in my opinion) doubles down on this because it is further forcing groups to have certain requirements. If a player really only enjoys playing a certain spec of a class, and that class isn't <insert specific content> viable then they either suffer through a lot of torment from those around them or don't do that content. That is just poor game design. It reminds me of WoW's "Bring the player not the class" which never actually resulted in that being true. Anyway, thank you for listening to my thoughts from an "outside" perspective on the topic. I return you to the fighting between factions now.
  7. Have you ever shopped at Kohls? While it is certainly possible to get a deal there, you can't tell me that every item in that store is really on sale at the discount they say it is on their signs. It is just the way they try and make consumers feel even better about spending money.
  8. My friends and I have started working on Fractals. Last night we hit a wall we could not get through: the Fire Tornados on this level. We did not have this problem on the Level 8 version of this fractal. The Wiki says: In this phase, a series of fire tornadoes will start on one side of the area and surge like a rake to the other side of the room. Getting hit will damage and knock the player back. The party needs to squeeze themselves into the free areas between the tornadoes, dodge them, reflect them, or use the thermal core for cover. Alternatively, the party can stand against the gate on the left wall (as you walk into the room) and avoid all damage and knockback from the tornadoes. We tried all of this. The gate on the left was not safe. The tornados went right through the thermal core so it provided no cover. We could be standing directly in the middle of 2 tornados and still got hit despite the fact that visually at least we had plenty of room on either side of us. I am curious if anyone else has noticed this before or has any advice.
  9. I just have to say this is one of the most elitist and toxic comments I have read in a long time.
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