Jump to content
  • Sign Up

Ayrilana.1396

Members
  • Posts

    7,685
  • Joined

  • Last visited

Posts posted by Ayrilana.1396

  1. 9 minutes ago, Endilbiach.4132 said:

     

    I'm also ignoring that 242 hours of wvw time is a hysterically unreasonably IMPOSSIBLY low amount of time to do what you need to to finish wvw legendary armor.  Do you really want to try to start accounting for those levels of variance?  Because I sure as kitten don't.

     

    So you're just making up numbers?

    • Haha 1
    • Confused 1
  2. 19 minutes ago, Firebeard.1746 said:


    Okay but if you use GW2 wingman, at least half the bosses have a 50% kill rate, some even way higher. If we use that to assume # of attempts for average player, it's still blazingly obvious raiding is more efficient. Sure there's the overhead of learning, but it's obvious after a certain point it pays off pretty easily.

    https://gw2wingman.nevermindcreations.de/raid/dei
     

     

    Does that site include logs from brand new players starting?  Or does it primarily include raiders themselves who already have experience clearing the bosses?

    • Confused 1
  3. 29 minutes ago, Endilbiach.4132 said:

     

    Fine, double it, 8 hours per week, you're still just barely matching the minimum impossible requirement for wvw.

     

    As I had also said, you're excluding the time it took for players to learn their rotations and to learn the raids themselves.  People do not just start raids and do full clears in 8 hours (unless carried)

    • Like 2
    • Confused 1
  4. 51 minutes ago, Endilbiach.4132 said:

     

    Can't argue there, hang on.

     

    Wvw: if you're getting 11 pips every single tick and you don't leave and thus do it perfectly with no added clusters of 4 minutes here and 2 minutes there and such, ergo the minimum (if you're bronze rank, outnumbered, and completed that track the previous week, ergo me in a perfect vacuum), then you need almost exactly 11 hours of nothing but wvw in outnumbered maps every week to get max.  Convert that into hours total and that's 242 hours of wvw over 22 weeks, where any extra in any given week doesn't count toward advancing your total.

     

    Now, how long does it take to do all the raids each week?  It looks like a safe number is 4 hours.  30 weeks, 4 hours a week, that's 120 hours.  It's literally half the time in time spent raiding (with a very conservative estimate on time per week) for all 3 sets than it takes to do one set of wvw armor (with numbers based on an almost literally impossible set of parameters, which also requires you to be losing the entire time).  Admittedly in 8 more weeks, but point stands.

     

    The raid clear time you're giving is one that belongs to a highly experienced, coordinated group with little to no downtime.  It's VERY far from being a conservative number.  You're completely ignoring all of the time it took for those individuals to get to be able to get to that point.  Raids also require a highest level of skill in the game whereas skill doesn't matter when getting skirmish pips.

    • Like 2
    • Thanks 1
    • Confused 2
  5. 11 minutes ago, Endilbiach.4132 said:

    WvW: the easy set takes 22 weeks of perfect pips to acquire enough currency to craft one suit, so 66 weeks to get everything.

     

    PvE (Raids): 6 weeks of max Legendary Inscriptions for the first set, 12 weeks for every set after that, for a total of 30 weeks for all 3 sets.  Not an unreasonable time frame, but an unreasonable requirement.  That's also not counting the collections.

     

     

     

    Convert the two above to hours like you did for sPvP otherwise it's misleading.

    • Confused 1
  6. 2 hours ago, rrusse.7058 said:

    Could you expand in this? What does “worst” mean in this context?


    A lot of people, not saying the poster which you had quoted did this, tend to use inequitable comparisons between the modes.
     

    For example, they’ll use the rate of a highly efficient squad doing full raid clears and compare it to the rate of that of a newbie WvW player as far a legendary armor acquisition goes. Several months ago, there was actually one such poster that actually did this but I cannot remember who it was. They even used the worst case scenario as far as pips per tick as well. 
     

    If comparisons are to be made between game modes then they should be made between players at an equitable level. If you’re comparing a pro raider then you have to compare a pro WvW player who likely has a lower rank. If you’re going to compare a beginner WvW player then you compare that with a person just starting raids. 
     

    To be honest, unless you join a group consistently which carries you while you learn raids, WvW will be faster. It takes time not only to learn raids but for groups to get to the level to successfully complete all of them in a reasonable time. The person who you quoted was incorrect. 

    • Like 1
    • Confused 1
  7. 14 hours ago, Dawdler.8521 said:

    You cant really farm mats at all

     

    11 hours ago, Veprovina.4876 said:

    True. I don't even know how you'd farm T6 directly


    You an actually farm them but it’s quicker to farm gold instead.  Different mob types drop different materials. You just have to target those ones at the correct level for the desired mat. 

    • Like 1
  8. 17 hours ago, Proteus.6192 said:

    Split 50 people into 5 groups of 6, those groups are assigned to lanes (to protect the lanes). Split the remaining 20 people into two groups of 10. These two groups roam. One of the roaming groups starts in lane 1, one in lane 2. After the lane 1 fight, the first roaming group moves to lane 4. After the lane 2 fight the second roaming group moves to lane 5. This would effectively make the guaranteed winning lanes groups of 16 people.

    Lane 3 may fail, but it doesn't really matter too much. The first roaming group could then move to lane two (leaving one to potentially fail) and its a win. This isn't the fastest method for winning, but it should be pretty easy. In fact, if the 6 people in lane 3 are actually good enough to fight and not be downed solo, it would succeed the encounter in the first iteration.

    Alternatively make 5 groups of 7 and 3 roaming groups of 5. This puts 12 people in an attacking lane. But keeps 3 from potentially failing.
     


    Too risky. You’d fail lane 3 and again when it goes back to lane 1. That will be a guaranteed 50% of the bar filled every time you do that strategy. With less people in the lanes, you run the risk of more mobs making it through the portal which would fill up the rest of the bar. 

  9. 32 minutes ago, Zuldari.3940 said:

    Hyper casual? if all you do is overworld and wvw then yeah. But there are parts of this game a good majority of players have never touched because the content is hard. I used to think that way about endgame too when i played wow. coming here was like culture shock at first, then i realized there are hard core sections of this game too,

     

    Those are incredibly small areas of the game compared to how they are in other MMOs.  The challenging content in this game really isn't really being developed much.  It's been two years since we got a new raid and almost a year since the last fractal.  Before that fractal there had been a gap of 1.5 years and another gap of 1.5 years between that and the one before it.  Their primary focus is on open world/living story which is incredibly easy.

     

    40 minutes ago, Zuldari.3940 said:

    gear progression is getting to legendary from uncommon

     

    Legendary isn't gear progression.  They have the same stats as ascended and the benefit you get from them is a skin and some QoL features.  If anything, they're strictly horizontal progression which is something that he doesn't care about.

     

    43 minutes ago, Zuldari.3940 said:

    And the hard content is hard enough that it still means you have to play well to beat it.

     

    Yes and no.

     

    44 minutes ago, Zuldari.3940 said:

    GW2 has an amazing combat system i dont think players realize how lucky they are to have fast paced attack system with dodging

     

    It is a good system but this will only get the game so far.

    • Like 3
    • Confused 3
  10. He likes to play games with endgame, that have progression, and class roles to name a few things.  The game is just too hyper casual for him to really get invested.  It also doesn't help that only living world gets the primary focus while other content just sits on the sidelines. 

     

    Just watch his reactions and comments about the game.  They're the same reasons that so many left soon after the game launched.

     

     

     

    • Like 1
    • Thanks 2
    • Confused 1
  11. 41 minutes ago, Firebeard.1746 said:

    the timer isn't that forgiving.


    You have at least two minutes to kill the champ on the platform which is quite a lot. If players are failing then it’s because they’re messing up mechanics such as not guiding the boss across mines or not attacking it from behind. 

    • Like 2
    • Thanks 1
    • Confused 2
  12. 1 hour ago, Gehenna.3625 said:

    Well, casual players aren't interested in learning about fight specifics. Try as they might, Anet will never get a lot of people to come on board. They just want to pew pew and win. So there's that.

     

    What I mean with the large difference in DPS, is that Anet is trying to corral more players into content that has boss mechanics and such, but they've set themselves up to fail in that regard. Raids will never be their interest nor do mechanics like dodging out of circles and cc'ing. That may seem silly to a lot of players but it's not quite as straightforward as it seems. First of all dodging has limited uses before it needs to recharge and there's like a bazillion red circles in a boss fight. Also cc is tricky for a lot of casuals because they have no idea what "cc" means even and if they do they have no idea which of their skills are considered cc to begin with.

     

    So what I'm saying is that either Anet needs to simplify the combat system or accept that some groups will not mesh and have separate content for them. But they're trying to bring them together with things like this and the strike missions etc. and I'm just not sure why they are even trying to do this.

     

    I daresay that a lot of casual players take no interest in the combat system at all. They just don't and when they see the difference between them and a skilled player, they are discouraged rather than encouraged or interested in doing better. I mean when they see somebody kill a mob in literally one second and they take 10 seconds or more, even if you look at your gear and specializations, a casual player will not know where to begin. Now that might be unfathomable to a skilled player but for a casual player it often comes down to either of two things: Either they really don't care about the combat system or they take a peek and give up because they have no idea what they're looking at.


    Content should not be designed towards those who do not want to try.  There will be some content in the game which does require some effort with this being one of them. The vast majority of open world content requires little to no effort.

     

    The mechanics of this meta are very simple and not comparable to raids and certainly do not require someone to have that caliber of skill to pull off. The meta completion rate when it first released increased substantially over the course of its release to the point that it succeeded the majority of the time. The same will likely occur here and especially if they make the public version permanent. 
     

    Players just need time to learn the meta and I’d be very helpful for fellow players who know what to do to offer tips in map chat. I’ve been in so many instances where not a peep was made about the mechanics as if everyone assumed everyone already knew what to do. 

    • Like 1
    • Confused 2
×
×
  • Create New...