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MarshallLaw.9260

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  1. No offence, but looking at all the recent posts/topics/threads you've started, you do not understand parts of the game and seem to think that things should be "fixed" when they are functioning as intended..... Every one of your posts is a complaint of some sort related to a feature you don't like and think is a problem, when it's not. As the previous poster mentioned, check wiki if you find yourself struggling.
  2. What the skins look like is subjective. Nobody "needs" to have ascended/legendary gear, all content can be done in exotics (minus perhaps HT CM, etc.) so "need" is an irrelevant factor. The point is, if you have spare GM marks and have not unlocked all skins, then those marks have a use. You're saying that you don't want to use the marks to unlock skins you don't like. That's fine. But it doesn't change the fact that they have a purpose.
  3. Of course, I forgot the old hero misforged set. That's another 19 weapons, so 57 more GM marks. So the total marks needed to unlock everything goes up to 393. While I agree there could be be a tiny minority who have 10k+ hours of playtime and may have got all those marks already, this is not an issue for the 99.9% of people. My solution to the original problem was, if you have too many marks, you can unlock all the skins you havent yet acquired. I still stand by the fact that very few people would have every wvw/pvp skin in their wardrobe.
  4. There are 32 weapon skins from pvp/wvw which all cost 3x GM marks so that's 96. There are also 36 unique amour skins in pvp, another 36 in wvw - costing a further 240 GM marks. I somehow doubt that you have made/farmed 336GM marks and have every single one of these skins but feel free to prove me wrong.๐Ÿคทโ€โ™‚๏ธ
  5. You can use them to buy ascended weapons and armour from wvw or pvp to acquire the skins you don't already have.
  6. So many wrong ideas here. Firstly, just because another mmo has a feature, popular or otherwise, it is not a reason to have it in this game. Secondly, if you find that flying breaks immersion **for you** then just don't use your mounts. Remove the keybinds and problem solved. Thirdly you think taking something players have already unlocked "would make exploring more fun". Maybe for you, but for some (like myself) it would be **less** fun. More than anything, there are two points to see to understand why your suggestion doesn't work. 1. Players have already put in the time to acquire the mounts they have with no indication that they would need to do this again. It sounds like an inconvenience and forcing them to do tasks for no apparent reason for a reward they already own is a terrible concept. 2. Taking options and choices away so that people **have** to use the zip lines or other modes is poor design. The Devs have generally given players freedom to chose how they want to traverse the landscape the same as they have freedom in playstyle.
  7. Clearly you're missing the point about the new strikes compared with IBS ones. The EOD strikes have more mechanics to learn, different obstacles to overcome. Anet didnt simply make the healthbar larger, they added more phases which aren't just DPS check gates, but something more diverse. The aim (as far as I understand) is to put new challenges for the players, not to get stuck behind but so that they feel a sense of achievement when mastering them. Clearly this content is not for everyone -if you don't like it, don't do it. Also I noticed you said it took you 30+ mins to complee the Minister Li strike (perhaps you've edited your post to remove this already) - If you are taking that long to complete the strike, that shows there is a problem with your group or your gameplay. My first relaxed casual attempt with just a regular pug from lfg took less than 15mins I believe. Thats with a couple of people wiping early and fairly slow dps. This is in no way a dig at you, I'm far from an elite player and I would be fine if you were desparate to call me a nerd (you do you fam). What you need to do it provide CONSTRUCTIVE feedback that makes sense though. You've said the strikes are "cheap" - what does that even mean? You've said that the instance is too long? - it's fairly similar to WOJ strike which has only 3 phases I believe You said "all reutilized history bosses. lmao." which bosses are reused? are you just making wild assumptions without basis again?
  8. God forbid people want to organise a group the way they like! Clearly you've been out of the game since before fractals, raids and IBS strikes were introduced since lfg for instanced content has has always had structure. If you think people aren't being picked off a long time, why don't YOU pick them? Yes strikes take slightly longer, because there's more CONTENT which is what everyone wanted. The rest of your post makes little to no sense, probably the "garbage" your title mentions, idk, I have no response to those mad ramblings๐Ÿคทโ€โ™‚๏ธ
  9. Clickbait title - check "I didn't played yet" - very good "Makes me want to go back to lost ark" - of course Troll bingo card filled! ๐Ÿ‘‹๐Ÿ‘‹๐Ÿ‘‹
  10. Now that we've established why you're dissatisfied with the system, let's consider that the instanced content to which you're alluding to is just a part of the pve section of the game. Speaking of raids since I haven't been in fractals for a while, the general structure of most groups tends to be similar. 2 played to cover heals, 2(maybe the same 2) to cover quickness, 1 or 2 for alac, and the rest DPS assuming somebody generates the might/fury. Tanks situational. This has been determined to be generally the most efficient way of maintaining good boons and therefore maximizing the chance of success. But you knew all that. The point is, that even though the loose roles are required, the options to fill those aren't limited to 1 build/class, especially when it comes to healing. GW2 still has a more fluid structure where you can have different combinations to fill up a group. I'm sorry that you've had a bad time with pugging or not being accepted into groups but you can understand that helping your party in an optimal way is preferred when that's what the majority of the community are doing.
  11. The more I look at this thread and the madman OP, the more it seems to me that nobody explained the icons adequately to him so that's why he is finding them so confusing perhaps. Let me provide an example: Warrior - core icon is a helmet like a soldier's. Berserker - it's a sword with flames because the traitline can be set to have increases burning, the weapon is a burning torch and the animation when entering berserk mode is similar to ignition. Logically makes sense. Spellbreaker - it's a dagger within a circle. Daggers are the es weapons, the circle represents the full counter which is the core mechanic. Are you following so far? Let's try ranger. Core ranger - it's a pawprint because they have animal companions with them. Druid - it's a sun and moon because of the main mechanic - celestial avatar having 2 modes, celestial is related to the sky; sun and moon often represent a duality like the druid mechanic. Soulbeast - this is not an ordinary pawprint, but one that looks like a hand also. Somewhere in between you might say.... a combination of hand and paw... Like the merging of ranger and pet ๐Ÿ˜› I appreciate it may have seemed confusing before, but I think if you apply some logical analysis to most of the icons, there is something linking the class or es mechanic to the emblem used. It's rather clever actually. Also, since this thread is completely objective, I find none of your alternative suggestions better than the originals let alone "good".
  12. My dude, the current icons have been around for a relatively long time and I would go as far as to say **the majority** of the playerbase would be able to recognise all of them or at least be able to understand if it's an elite spec, which core class it relates to. If you have struggled to remember 27 symbols over the last 9 years, how is introducing 27 different icons going to help you? The current core and es emblems have some relation to the respective class and logically make sense. Perhaps instead of insisting on a new language, try harder to comprehend the one that is already established. (Be my guest, use your "bully" phase if you want to)
  13. This post is toxic af because I don't like the way you're talking.
  14. My guy, you have missed the point entirely. My issue with your argument was that there was no evidence (or proof) to suggest that hardlocking a class would be a positive change. If you want to drive change, you need to show some data or stats to back up why these changes would be positive rather than negative. Instead of addressing that, you've gone off on some tangent and quite frankly this discussion is a waste of time since its highly unlikely the system will be different any time soon.
  15. Your assumption that this will encourage innovation, improve creativity and increase gameplay quality is completely unfounded. There is a chance this **may** have a positive effect but quite frankly, you have not provided evidence to support your theory and in my opinion there is an equal, if not greater chance of the effects being negative. Consider that people (without the option to switch) will just decide that they have the best chance with a bunker necro (or similar) and just pick that and nothing else. It would make sense that if the swapping option were to be taken away, players would simply chose whatever they think will have the highest chance of winning against any/every other possibility or the lowest possibility of losing. What has the lowest potential to lose? - a bunker build which can deal with power and condi damage and just sustain itself. Furthermore, your ideas that people should "suffer from their decision" and have "consequences to stop players having the best options" seems so against the concept of playing the game for enjoyment. You may want to play GW2 to have a bad time, many like myself don't.
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