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EveningTempo.4796

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  1. Guardian is ubiquitous. You will usually find at least one in a sample size of ten players for any group content game mode. The reasons are many, but the main ones are that it is an easy class to pick up and play, that it provides enough utility and variety across its specs to attract most types of players, and that it is effective in the roles for which it was made. In other words: it is fun, and it is meta. I have never heard anyone say they wish guardian was less fun. Where there ceases to be an overwhelming consensus is on the subject of whether or not guardian should be quite so meta. Which is why it so bemuses me that most of the recent changes to guardian, as well as the chorus that follows them, seem to be centered around the class's capacity for fun. It appears as if players with a horse in the race would be completely fine with a reduction in power so long as the tradeoff was an equivalent increase in fun. But fun cannot be quantified. Thus we arrive at our problem. How do we make, much less keep, a class fun, while toning down its power? A class's power is inextricably linked to the enjoyment people get while playing it. The easily drawn conclusion here is that power lets people do better, doing better is fun, ergo, power is fun. The parallel connection is harder to make, but it is there. Having fun engages people, engagement makes people do better, doing better increases power, therefore, fun is power. Neither makes the other materialize out of thin air, but they coexist and compliment each other to an extent. To clarify this relationship further, I will posit that power encourages people to tap into the intrinsic fun of the class, and fun encourages people to tap into the intrinsic power of the class. What this reveals to us is that no matter how fun it is, a class cannot let us have more power than it was designed to. And no matter how powerful it is, it will not be more fun than was made possible by the balancing team (who adjusts the power levels of every other class to keep this one in check). Though that last thought is parenthetical in writing, it is absolutely not parenthetical in importance. In fact, it may be the key to solving this problem once and for all. To illustrate, let's take a look at the most ubiquitous guardian spec, firebrand. The tome and mantra changes increased the class's overall complexity but did not meaningfully alter its power level. The effect was that it gave some longtime players a breath of fresh air, as they could now flex their knowledge and optimize their strategies to squeeze out any potential power gain from the added complexity. It gave other longtime players a knuckle sandwich, as they were being told to manage more resources and cooldowns without seeing a measurable boost to power in return. Regardless of which side someone takes, one sentiment seems to go unchallenged. Firebrand will continue to see play until something else comes along that can do what it does. Guild Wars 2 has prided itself on its transcendence of the holy trinity of RPG classes, and rightfully so. Having more options simultaneously increases a class's power and its complexity. Options are being given to and taken away from guardian as if it exists in a bubble. The problem of its power can perhaps only be truly resolved by addressing the problem of its ubiquity. And the problem of its ubiquity can perhaps only be truly resolved by addressing the power of every other class.
  2. The general sentiment is that willbender was always worse than any other alac healer/dps.
  3. Speaking of horrendous oversights, pages also do not refresh while riding your warclaw.
  4. In April of 1912, captain Edward Smith received anywhere between one and six hazard warnings over the radio before introducing his maiden vessel to a block of ice at full speed. Much like our late friend Eddie, boon support willbender had one job. That being to give alacrity. This it does with all the reliability of the trusty wagon in Oregon Trail. Adding boon duration to remedy its poor boon uptime tanks its already unimpressive damage. Bringing staff or mace to make use of healing power tanks its already unimpressive boon uptime. Physical skills' lack of boon share tanks the group's boon bars. Willbender tanks all but the enemy and all but ensures that the only tide turning in its battles is the pod in my mouth.
  5. https://imgur.com/a/2Sf2K4I https://imgur.com/a/gVk32xX Pictures are self-explanatory, but a simple explanation for completion's sake: The friendly NPCs from the [Defend Barthol on his way to the Old Armory.] event and the enemy NPCs from the [Defend Shaemoor Garrison against Tamini attackers.] event are preventing each other from reaching their respective destinations in such perfect syngery as to make olympian divers gasp. While the bug's frequency is unknown, its occurrence in a beginner area may somewhat elevate its precedence.
  6. After clearing it yesterday my whole squad had a laugh at how bad the rewards are.
  7. Groups don't disband after a wipe because no 90 minute pre Losing gives prophet shards (lame weekly cap besides) No lore locked behind clears RNG is harmless Lead-up content isn't a faceroll
  8. The real crime is putting the tags behind a paywall instead of a game knowledge check and an EQ test.
  9. The problem with this game's fishing is that it's neither particularly rewarding nor particularly relaxing so there's never a reason to do it.
  10. INTRODUCTION Allow me to clear up the confusion surrounding Arborstone resting. Note that [Leaving The Inn] will mean entering a part of Arborstone which is not the inn; [Leaving The Stone] will mean leaving both the inn and Arborstone simultaneously via waypoint or other teleport. FINDINGS I tested the time return mechanic before the inn change and found: 1. At least one level in the Arborstone mastery tree was required to rest. 2. Waiting in the inn bestowed the Resting buff. 3. [Leaving The Inn] removed Resting and granted the Partially Rested buff, which gave players a 5 minute window to continue Resting where they left off (e.g. leaving with 1h45m of Resting and then reentering the inn while Partially Rested resulted in the removal of Partially Rested and a Resting buff duration of 1h45m). 3.1. [Leaving The Stone] removed Resting without granting Partially Rested. This was likely unintended. 3.2. Leaving Arborstone while Partially Rested removed Partially Rested. This may have been unintended. 4. Resting for 4 hours bestowed the Well Rested buff. 4.1. Running out of Well Rested while Resting destroyed Well Rested. This may have been intended. The workaround was exiting and reentering the inn before this could happen, or logging out at the inn rather than AFKing. 5. [Leaving The Inn] while Well Rested removed Resting and added back the time spent Resting to Well Rested in addition to granting Partially Rested (e.g. leaving with 1h20m of Well Rested and 3h30m of Resting resulted in the removal of Resting and a Well Rested buff duration of 1h50m). 5.1 Unfortunately, I did not think to test whether or not continually running in and out of the inn added to Well Rested each time. It probably did not, but we may never know. 5.2. [Leaving The Stone] while Well Rested and Resting resulted in no time being refunded upon the destruction of Resting in addition to not granting Partially Rested. This was likely unintended. Now that all of Arborstone is considered to be the inn, some aspects of resting have changed for the worse. Specifically, we are no longer able to [Leave The Inn]. I did some additional testing today and found: 6. There is no way to acquire Partially Rested. 7. There is no way to add time spent Resting back to Well Rested. 7.1. Workarounds I have attempted include: logging out; exiting Arborstone via walking into Echovald Wilds; and entering Club Canach. 7.1.1. Logging out simply preserves the buff durations of both Well Rested and Resting. 7.1.2. Walking into Echovald Wilds counts as [Leaving The Stone]. 7.1.3. Club Canach, being part of Arborstone, is also part of the inn. The Resting never ends. CONCLUSION Arborstone resting is probably not working as intended. As of writing, Resting for less than the full 4 hours while Well Rested is pointless and the player is better off logging out wherever they happen to be instead of AFKing in Arborstone. The solution is simple. Leaving Arborstone should grant Partially Rested and strip Resting while refreshing Well Rested. A nice addition would be allowing Well Rested to stall with 1m remaining while Resting rather than being destroyed.
  11. No weapon can be equipped by every profession, so Anet would have to make and release 2-3 weapons all at once to be inclusionary. That means adding 2-3 weapon skins to every existing collection in the game. It would be much easier for them to just allow every profession to equip one new weapon type.
  12. Yeah that place is emptier than my relationships, there needs to be a dusk/dawn transition event where a bunch of NPCs go to or get off of work and flood the streets please. Make a named NPC that feeds cats. Have some NPCs get mugged and ask players for help catching the thief. Let players with skiffs and turtles make some money taxiing NPCs to their destinations. Force players to wait for ages in line at every noodle stand in the city to get a title that, when equipped, allows them to critique food for a tabloid through a minigame that rewards them for correct judgment of quality. Put some NPCs around those purist and brotherhood recruiters that must be escorted to the precinct for questioning and deputize players that do this ten times, which gives them the ability to patrol the streets in an official capacity and rise up the ranks by making lawful arrests, culminating in an event where they suspect corruption within the ranks and team up with internal affairs to politely request a testimony from the thief they caught earlier, eventually outing the sheriff as a brotherhood sympathizer and detaining him in a skiff chase strike mission please.
  13. Gift of Eternity is a slogfest after the first map comp. PVE players would likely appreciate there being other ways to acquire more GOEs as much as WVWers. The majority of the player base isn't doing CMs and raking in "easy" gold, Anet had no excuse for nerfing the rewards of one of the game's hardest PVE modes. The majority of the player base, PVE or otherwise, doesn't have gold to throw around at BL rares and gemstore skins. Spit out that kool-aid and realize that some problems apply across the board to all players, while others only apply to some. Everyone suffers from the GOE and gold grind. Only non-WVWers suffer from the GOB grind.
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