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xCristo.2063

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  1. Isn't anyone annoyed by the daily/weekly quests and how specific they are? You can complete 2-3 by playing casually, but for the 3rd and/or 4th one you have to go above and beyond to play some content that is not even borderline rewarding or relevant or even enjoyable in some cases. What if I only wanted to play normally on some maps and do some metas and then log out, because that's how much time I had available? Losing daily rewards, despite the fact that I played the game and did stuff and events is like a punishment for playing the game. The same applies to weekly quests. They are too specific in my opinion. Why not just say to complete 3 bounties on any map, instead of a specific map? Why complete a certain map meta instead of one of the regional meta - instead of Kaineng blackout, Canthan meta. It would also be in line with the strike quest too, which is pretty great, and you wouldn't have to check the time for that specific meta in order to do it (flexibility helps). Also, defeating 100 something each week can be very time consuming... because it takes a lot of time of spamming events on a couple of maps to do it, of course depending on luck, because some monster types are way more common than others (would be "fun" to get 100 pirates and have to spam the 2-3 maps until you manage to beat 100 of them). After reading the part above, if you think something like "you have a whole day/week to complete only 3/6 quests, so all that is just being lazy", please take into consideration that this is a game, not real life. During the week, after work, you just want to relax and do some fun and rewarding stuff, not be stressed that "I have to go to that minidungeon I have no idea where it is and do it, even though I just wanted to chill doing some events" (having to check details about some random things that are very intricate and honestly not even that interesting just to get a daily is a huge turn off and after a day of work, I can assure you "it is the only thing I want to do" and I bet there are a lot more people in the same situation) or even better "To participate in an Activity" (Annoying mini events that can be triggered only in some specific places that have rewards worse than a champion on a normal map and guess what, they take just as much time as a full event...). Yeah, sometimes things may align with what you wanted to do, but this is rarely the case in my experience. As for the weekend, in the scenario mentioned above, let's say you managed to complete some of the basic/easy weekly events during the week, besides the daily quests and providing the fact that not everyone is dedicated enough to sit in front of the pc for 4+ hours (because they may also have a life) and that they may also want to do raids/strikes/metas or progress some achievements, it is barely doable. All of this requires so much planning and searching that it is no longer fun or enjoyable. You want something simple, that is both challenging and fun, not, for example, some jumping puzzle that drains the life out of you (Chalice of Tears says hi...(we are really lucky that we have some passionate mesmers for this, but if they are not available when you are, well, good luck)), some mini dungeon located in a place unknown to everyone that requires 1000 steps to complete, and which gives almost nothing in return (Spirit Vestibule says hi too) or random activities that reward the player with just a fun (not) time (rewards are just as important as having fun, so spending an equal amount of time on an actual fun and rewarding event is much more appealing (no, not dungeons either, unless they are buffed to include something relevant to buy with the currency, which would also make finding a group take less than 15-30 mins. Right now, it is just rune of the monk, gifts for leggies and some armor/weapon skins (not that relevant, unless you want all the skins and even if that's the case, afterwards, dungeon rewards become irrelevant))). Those quests are perfect achievements, but doing them daily, it is more like a chore and in my opinion, too much for the average player. This may seem like a tantrum, but I wrote this as pure feedback (some irony here and there, but I am quite frustrated at the moment by this, especially because it was changed recently and nothing was done about it, so I'm not changing it), so whether you take it into consideration or not, it is up to you. I know it has been like this since quite a bit, but it has always annoyed me to no end that I was playing for 8+ hours a day completing all sorts of achievements, doing metas, struggling to complete some jumping puzzles, raids, strikes etc., and wasn't able to complete the daily quests purely because those quests involved some specific random areas that I had to first check what is up with them and then try to complete them somehow (jumping puzzles are pretty awful if you have a low end pc or bad internet by the way). I know the dailies were recently reworked, but still include type of quests (mentioned above) that you have to seriously go out of your way to complete, which I believe frustrates players rather than make them feel rewarded for playing the game, hence why I wrote this. Anyway, it's late and already wrote too much (sorry for the essay). Wish everyone a good day/night!
  2. See title. Asking this because I tried to get some via convergences, but got none so far and on the TP, they started to get more expensive, for some reason, thus indicating that the supply hasn't changed, hence, no new source of Supreme Rune of Holding. Can someone clarify this please? And if they do indeed drop, anyone happens to know roughly the chance?
  3. You can also try pSpellbreaker or pHolo. Doubt they will be nerfed since they are quite balanced in this meta. But yeah, I'd also wait for the balance to drop first, but I have a feeling they will mostly nerf condi builds and power builds that exceed 42k or nerf everything at once, so in theory power reaper should also be pretty safe, but that's only my opinion. No idea what they have in mind since they tend to be quite unpredictable at times. If by any chance they reduce dmg for all power and condi builds to before soto standards, then pVindi will become viable again.
  4. The reason it is not popular is that it does way less than 40k dmg. There are 30 build atm that can do more than 40k dmg, so why go for something that do way less? And here I am talking about the power variant (btw before it was strong because people were using the dodge bug to boost dmg considerably, but now that is gone). So, even if you do the rotation perfectly on a power vindi, you'll probably do around the same as a power soulbeast, weaver, cata, reaper or even herald played moderately well, some of which are almost the same difficulty to learn and perform. As for condi vindi... that sucks. Had a look at that build out of curiosity and it is pretty stupid imho. It has a lot of survivability, but why would you need that when you can actually just kill the mobs way quicker? I've been running with quick revenant from SC Power Quickness Herald Build | Guild Wars 2 | Snow Crows on every map and it worked wonders. You will also achieve the same thing with the power vindi from there too Power Vindicator Build | Guild Wars 2 | Snow Crows, if you want to play vindi. Moreover, in instanced content you don't need to provide yourself boons and heals via special means. Your role is pure dps, not some hybrid dps heal something. The end result would be you dealing a bit more than the healer, which is worse than actually playing power vindi and dealing half of what the other dps will do. Hope that is helpful to you!
  5. How about making a setting to allow weapon basic attack chains not being able to be interrupted by other skills and let them queue up like most of the other abilities like the whole chain is 1 skill? This should make player's lives easier when learning certain classes/specs that rely quite a bit on the last hit of the basic chain. Also why not give visual indicator of soft cc defiance break numbers in the skill description, like the hard cc now? Would greatly make people understand that some skills with taunt, fear etc. are actually cc skills. Makes the learning curve easier too, since they will know most of the ccs in their kit without having to look over guides to find out that fact.
  6. @Zephire.8049 Out of all the 49 pages there are only a couple of pages with some good feedback. The rest are just random people that just want to keep everything the same no matter what. Imagine they would actually answer everyone, which btw is impossible since they lack people to do so. Telling someone this or that is incorrect before changes were even tried by the people would only lead to more outcry because they want more attention for nothing or expect to be hand-held by the already busy devs. Second scenario, they would reply only to relevant posts. The others will feel neglected and will ask questions like "why are people that actually gave competent feedback more important than me?", which will obviously, ultimately lead to an outrage. Third scenario, they don't reply at all and actually think and maybe test eventual changes and when the patch is released, get out the end result. This would still lead to outrage, but without the trouble of feeling like having to reply on their side, because I bet they are fairly swamped with work anyway. End results in all scenarios is outrage by people not wanting things to change, so tell me, if you had more work to handle than the 8h work schedule, would you bother with extra tasks, that eventually would also make you even more responsible (we are all humans. when you put your heart into doing something, sometimes rude people make you lash out and you can't speak rudely to rude people, among other things), or stick to your already existent tasks, trying to work out a solution so that everyone is happy? I personally am alright with most changes. The shade duration should be a bit higher and mirage needing some tuning, but other than that I'm fine with everything else. More than that I really like druid and herald changes. Felt for quite a while that druid should also have a dps variant (don't know the effects, but I really like the design for it). Spirits and support build changes may not be the best, but I like that you can do both might and alac at the same time in CA, which was a pretty big issue in pve and spirit cast time for alac was annoying when having to do multiple things at the same time. Herald is more in theme now (upkeeping stuff is the main objective of heralds, not spamming every upkeep you have and revs main feature is energy management. Both fit right in with the changes made and could probably help support rev a bit). Not entirely sure on thief changes, since I haven't looked very well on them, but flanking being gone for pve content is godly for a lot of build. Quick on deadeye is a pretty nice idea, but no clue how it will work and alac on spectre while spamming shroud skills may also be pretty good. Warrior changes were also fairly healthy with quick removed from banners and adding it in an actual rotation. Can't say much about dmg builds on it, but people haven't even tested the changes yet, so everyone has mostly just a rough idea of how things will be. The other classes didn't get/lose much afaik, so won't mention them.
  7. As the title says, why is flanking still a thing for a lot of classes and it's not replaced with something that can be done by any casual players without having to drag his whole squad after him because he loses damage? Flanking in itself is against your recent buffs/adjust to specs that focus on teamplay rather than a player being able to do everything. Having to go out of your squad to flank usually means losing boons and missing cleanses/heals that can be lifesavers, and this applies for most unexperienced players (which is a big percentage of the player base). Also, I bet everyone who experienced bosses turning around randomly had a blast in those moments. I know that not that many specs have in the traits flanking (which btw still sucks), but rune of the thief continue to pop-up in a lot of fun builds, because of the lack of precision. Not saying to buff precision, because that would make those classes pretty overpowered, but I feel that flanking in a lot of cases is more of a disadvantage than an advantage and that shouldn't be the case. I mentioned fun builds; some of those are indeed fun, but very hard to play because it requires constant relocation and short-medium range skills that can miss the target. Now that is alright on a medium golem or a non-moving medium boss (you still need a lot of knowledge about bosses/mechanics etc, which isn't beginner or casual friendly at all, but it works sometimes), but what about a big boss or even a small boss? On a big boss you'll end up too far from the group, unless both you and your group are very experienced. On a small boss, missing your position is very punishing and there is nothing much that can be done, so again requires experienced people. Now what if the boss moves constantly, like minister li, ankka, twin largos etc, flanking becomes downright impossible to constantly do even by most skilled players. People will probably think when they see this post "just replace them with eagle runes and get over it", but what I want to point out is that flanking as a mechanic is poorly designed, especially if they try to focus on more movement in new content. In raids it is still working to some extent, if they don't plan on reworking them, but having to go to a certain area to gain a bonus that other specs/classes gain by just existing and more ruins all the fun of playing that spec (fact even supported by the popularity of said classes in end game content).
  8. @Butterfly Kingdom.8349 no idea if it's ok to tag arena net admins, but nevertheless are there any news regarding apis going back online any time soon? Is it because of the mini expansion and is it intentional or not? If it is, how long are we supposed to wait? Should we expect for api offline time after each mini/expansion?
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