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Doctor.1384

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Everything posted by Doctor.1384

  1. With them not listening to feedback and simply giving 4 options per game mode this'll probably be the end of me logging in on a daily basis for dailies, feels like too much of a chore now
  2. After a few days of the new objectives, my feedback is still to just remove the mode select and give 4 objectives per game mode, perhaps leaving the mode select only for weeklies
  3. Alright so they should just remove the aa from the individual objectives and just put it all under the completed daily chest. That code already must exist to an extent since it's how the weeklies work. They could even put the wvw and pvp reward track potions back under objectives from those categories, in addition to similar small stuff for pve. That way instead of players choosing one game mode and putting time into that to get their daily chest prior to logging off, they'll have incentive to then do the dailies for those other game modes in addition to whatever they've already done, thus exposing the player to more content and getting them more time in those modes without making it mandatory for their initial chest and causing them angst.
  4. But that doesn't make sense, 4 is not 2-3 and it's not like they're letting you have 12 in a specific game mode, you're still limited to 4 total objectives in one specific game mode if that's how you've configured it. If they prefer the new objectives then there's still no reason why we can't have 12 total of the new objectives with 4 being from each mode.
  5. I still can't understand why there are people actually defending having less options. If the intent it to have players do specific activities, we have the weekly and special categories for that, and content should attract players in and of itself. I agree that they need to justify why think this is a good idea and what it's supposed to achieve.
  6. Per the recent update on the direction they're going with on the issue with flexibility in dailies, it seems appropriate to make a post specific to the new information. It is specifically stated that the current plan is to merely add one daily objective to the daily rotation in order to add flexibility. This is especially distressing because it indicates that it's perceived that adding 1 objective to an already extremely limited pool is somehow going to fix the issue flexibility issue that's plaguing the new system. This post will disregard the 1 login daily that's given freely in regards to numerics. I don't know why it's seen as a step forward to go from 12 available dailies in all game modes to 4 in specific game modes. This does not encourage players to try to game modes as they are going to stick with whatever mode has the objectives that they are most certain they can complete so as to avoid missing a daily cycle. It is not an upgrade to have to choose specific game modes to have your objectives pulled from. The old system was better at exposing new players to other modes because it gave them the option to try other modes to get their daily stuff without risking not being able to complete their stuff by it being either to difficult, or not accessible to them. This risk free ability to try new modes to get dailies does not exist in the new system because you cannot know what the next day's daily cycle will contain. The player cannot know that the next cycle will not contain for example, a difficult to get wvw defender event, or an annoying minidungeon, or vista daily located in a region the player has not progressed to yet. Daily objectives are not the place to put skill gates and time gates, these exist in other parts of the game. This area of content should remain easily accessible to encourage frequent logins. Again, why not simply let the player have 4 per game mode like before? The previous objectives themselves could have used some updates, but the system itself was by no means broken. This design direction MUST be reconsidered.
  7. The issue isn't this particular daily or its bugs. No one cares about this specific mini dungeon, what we want is the original 12 options accross all game modes so we don't get progress blocks when these miscellaneous issues happen
  8. I still don't understand why they can't just bring the old daily achievement system back exactly how it was and just make it so that recieving your daily chest will complete the daily wizards vault achievement. Seems easier than making a whole new daily achievement framework.
  9. I think what happened is they tasked an out of touch dev with making the entire system, and they just didn't understand that maintaining player choice involves having 12 objectives to choose from, not having a choice of what game mode 3 specefic objectives are supposed to come from. The support ticket idea above is pretty good.
  10. Maybe while they're looking at how to make the new system more flexible (meaning, just use the old system for objectives and new system for rewards, anything less would be completely unacceptable) they could also look at lifting the 15k achievement point cap for dailies, or maybe once you reach that cap you get those 10 points from your weeklies, or give 5 points for weeklies and make it so weeklies have no achievement point cap
  11. Another issue i've found with the choosing specific game modes mechanic is that with the new objectives I've realized that I want the game modes for my weeklies to be different from my dailies. For example I play wvw regularly, but sometimes during the weekday I have limited time to play. Therefore since I have no options in my dailies and may get stuck with hard to achieve wvw objectives that I can't complete in a short timespan, I want only pve objectives for my dailies to ensure I can do the 3 I need, but then that locks me out of wvw objectives for my weeklies, which is the game mode I play most. Kinda highlights the need to have 12 objectives to choose from like the old system. Again, we really just need the old system but with the new rewards.
  12. If you'd just increase the amount of dailies you can choose from to 12 rather than 3 and then make them the same 12 for everyone than it'd fix everyone's complaints about the new system.
  13. I really didn't realize how much I appreciated the old system until they replaced it with this stuff. Most of my logins where to just relax through my dailies and chill through the parkour puzzles or whatever else my friends where doing, but without that chill communal experience I really don't have any motivation to log in. It was also nice just doing random stuff and then getting your daily chest out of nowhere.
  14. Op is wrong, I got a daily objective for getting 50 pvp rank points. That's winning a total of 5 pvp matches plus queue times and losses. That's a difference of at least an hour to complete the new dailies vs 5-10 minutes to complete the old dailies. That's impossible to justify as an improvement. With it not being worth it to log in I'll probably quit the game over this issue
  15. So today my daily for pvp was to earn a whole 50 rank points, that's asking me to complete and win 5 ranked pvp matches. That's way too time consuming compared to the old system, I'm simply not going to log in if I have to complete objectives like that. It takes a disproportionately long time to earn 50 ranked points compared to other daily and even some weekly objectives. I almost think I should make a bug report because of how much of an oversight this seems to be.
  16. The special category is basically hand picked monthly achievements
  17. Keep the weekly and special categories, but remove the new wizards vault daily's and let that daily astral currency be acquired by simply completing the old system with the old objectives. This keeps everyone happy and lets people have the benefits from the old system including the diverse objectives that are the same for everyone while also having the benefits of the new system. 2 gold reward can be added back to old system and the 1 gold for astral reward can simply be removed. I see no issues with this idea. It simply gives players what they want. Anet really needs to not be stubborn on this issue.
  18. They also need to keep the parkour puzzles in the rotation, as this keeps life in old maps and exposes new players to old content.
  19. I liked having a large number of options available in all game modes. They at least need to put the old objectives into the new system and increase the amount of options you have to match the flexibility of the old system. This change is going to discourage people from logging in on a daily basis.
  20. One dodge mechanic didnt work for mirage and it wont work here, game pacing with other classes is designed around having two dodges. The dodge attack takes too long and is easy for the enemy to dodge, the amount of time it allows them to reset and think makes dodging punishing to the rev. The dodge mechanic should be reworked to be like daredevil dodge except with two dodge bars, or removed altogether as the new legend mechanics are unique enough for the elite spec. At present state the way the dodge works makes the spec clunky and unplayable and will make it go the way of renegade in competitive game modes were the core idea was flawed to begin with and had to be propped up by overtuning renegade and shortbow numbers which then led to the core class being gutted. Here we go again guys
  21. This skill needs a unique buff or needs to be reworked, and if it gets reworked to not pull condis off allies it messes with mallyxs corruption theme and then the lack of condis would make it need a heal skill rework. Game consists of modes other than pve. Unique buff is the way to go
  22. If you want to roam with core rev youll have a better time running trailblazer corruption retribution invocation and dwarf demon with mace staff
  23. Return empty vessel or make other sun breaks cheaper. Other classes can choose to have as many stunbreaks as they want rev cannot and other classes understand that it can be easily stunlocked after it breaks stun after a legend swap.
  24. Be careful when you ask them to nerf incensed because what theyll do is nerf everything affected by incensed in one balance patch by increasing the cooldowns or energy costs of all damaging skills or something ridiculous, then theyll realize that that didnt work so then in the next balance patch theyll nerf incensed, but since they never revert any balance decisions they wont revert any of changes they made in the previous patch
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