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Moonyeti.3296

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Posts posted by Moonyeti.3296

  1. @dikkejonko.5803 said:

    @"VAHNeunzehnsechundsiebzig.3618" said:Trahearne praised the PC all the time. I did not get the hate.

    Did Claw Island with a new character last night. Yeah, Trahearne talks a lot. And then it hit me:

    he is extremely lonely. He talks a lot because the PC is the only one listening and he has to get a lot of stuff off his chest.

    Poor guy. He was always nice, he always praised and lauded the PC. When he was not sure what to do, he asked the experts: that is extremely good leadership.

    And all he got was hatred :/

    Valid point. Look at any introvert (myself included) and get them talking to a person they feel comfortable with about a subject they care for? We can talk for hours.

    @"VAHNeunzehnsechundsiebzig.3618" said:

    "The prototypical Mary Sue is an original female character in a fanfic who obviously serves as an idealized version of the author mainly for the purpose of Wish Fulfillment. She's exotically beautiful, often having an unusual hair or eye color, and has a similarly cool and exotic name. She's exceptionally talented in an implausibly wide variety of areas, and may possess skills that are rare or nonexistent in the canon setting. She also lacks any realistic, or at least story-relevant, character flaws — either that or her "flaws" are obviously meant to be endearing"

    Trahearne is... a skilled scholar with knowledge on the Risen and Zhaitan *formed from years of study on them, and traveling to Orr several times), and a pretty good necromancer (formed from years of practice as he is a firstborn).

    @"Eekasqueak.7850" said:His "flaws" come off less as actual character flaws and more like minor things in a vain attempt to make us feel sorry for the character, it isn't until HoT that they have him fail so they could get rid of the failed character he was. He's shown to do plenty of things that other characters in the setting can't, too. Both of these are Mary Sue traits. The lack of any real personality or being shallow as a character is also a trait, but it's clear you won't accept anything below "literally invincible and godlike" as a Mary Sue despite it having more of a range than that.

    What things does he do that other characters can't?

    Summon lots of minions? Oh you mean the thing we explicit see a random necromancer do in an event (summons 3-5 flesh golems at once, who talk, and promptly resummons any that die?)? The thing that is also explicitly a gameplay related limitation on the player, for balance reasons? (there is no information implying that this feat is unique to these two necromancers, Trahearne and the human, and that the limit is merely a balance thing placed on players. Have you see Gw1 minion masters who could field armies of 30-40 minions at once?)

    @"Moonyeti.3296" said:I agree completely about Braham, It felt very un norn like to mourn that way. I heard a lot of people say "he is a teen that lost his mother, it makes sense" but that would be true if he were a human, or not already established as being pretty typical norn as far as cultural values. To me, as a norn he was disrespecting his mother's legend by acting that way. Anet goes out of their way to say that Norn are not just big humans, but they constantly ignore Norn specific culture and just go for cliche, relatable writing, making them come off as essentially just big humans.

    About Braham: I love how people act as if the commander - Braham interactions are wrong and "not like norn" And then promptly forget we are telling a teenager (19 about to be 20ish) who has never adventured before his home was destroyed (his crush literally turns him down and goes with a merchant for the mere fact the merchant has actually explored and wandered the world, while Braham never left Craigstead), and when he was just reconnecting with his mom, his mom died, and who literally holds an item that can make his legend immortal, to turn around and go home and stop.

    "Yes, let's tell the grieving Norn who NOBODY supported and helped grieve (Literally, Rox went to try to find Garm, everybody else went and did their own things until the funeral. Nobody ever talked to or hung out with Braham after we left the jungle), to give up this scroll that can crack the tooth of Jormag, making his legend (and by extension, his mother's) legend completely immortal, And possibly lift up every Norn's morale incredibly by news of the tooth being cracked, to just give up and go home because we said so."

    "Wait, he reacted badly? WHY?"

    I saw Braham's reactions as being quite normal for a Norn. He's A: Never really adventured until joining the commander. B: Always hated his mom for leaving, then later felt smothered in the shadow of her deeds. C: As soon as he reconnected with her, she died. D: Found an artifact that could secure his legacy for all time, and also honor his mother's mission to rid the world of the elder dragons. E: Was promptly told by the commander to F off and come back home, instead of using the artifact. Said commander who promptly after the dragon died and everybody came home, disappeared from his life until the funeral date.

    @DiscordOfSound.2190 said:I'm going to chip in on this conversation. First, to put this to rest, if you go through the dialog listed in the wiki through the personal story and interactions with Trahearne, there is 0, ZERO, implication that he accepts or takes credit for victories. At the very least, credit is always centered on the PC, on DE, or the various Pact members involved in sieging Orr. So it is incorrect to assume that Trahearne ever takes the spotlight from the accomplishment of the PC. His role in the matter was to organize the three factions, develop plans of attack with the seated leading parties of each factions, and issue duties. The same as any LT or Commander would do in the US military.

    Think of it this way. You, the PC, are a Command Sergeant Major, an NCO. You personally oversee the rest of the soldiers, and lead them. Trahearne is a Colonel, a CO. That is the hierarchy. He devises plans of attack, does the paperwork, and entrusts YOU with the undertaking of missions. And factoring in that it was critical to have an impartial leader, meaning not from one particular group but having worked with them all in the past, Trahearne was a choice candidate. It's not that he wanted the role, he really didn't, but necessity over ruled and he took the mantle. Not only that, he did harbor some of the most intricate knowledge of Orr, making him the expert in that matter. So you have to ask yourself, would you rather have this turn into Age of Empires with you sending out the troops, or was it better that you personally lead in all the missions?

    I think he takes credit in one case, which was when a risen mesmer had basically discredited him and the commander in some manner. And even then he literally says he's taking credit purely because he has to in order to keep the Pact together.

    trahearne handled the politics and paperwork, and trusted the commander to handle 100% of the field work alongside the Pact.

    if braham is 19 why the hell is the commander even bringing him along xD pretty sure there's more qualified ppl out there

    What about Taimi?!?! When we first start bringing her along she is skipping school half the time to come adventure with us! The commander is running a child brainwashing cult I think

  2. I have never done any Raiding in GW2, but I do strikes all the time. Often use the public lobby for the daily strike mission. While I do occasionally see those listed with ridiculous requirements, most of the time it is pretty chill. I suspect that those are made by people just wanting other people to rush them through content, because the few times I joined a squad asking for prior experience (link the gloves or some other dumb thing) they tended to be focused on cheese tactics, not adapting to the dynamic / group and generally being a slog.

    Conversely, joining a chill group, or forming my own, or just PUG in the public lobby have all been better experiences.

  3. @Sir Arigius.6294 said:

    @"Tuchanka.5148" said:We've seen them in Dragonfall, yet they completly seem to disappear, except the NPC for the mount race in Grothmar Valley.Where are they and what are they doing right now? What do you think? We know that Caithe planned to move to the grove, I wish we had a bit more information about them. I think they should move where Aurene moves, they are part of the pact, just like the three orders of Tyria, right? I opened this post after I read the news about the weekly strike mission rewards just mentioning the three original orders of the pact and I was starting to think about them. They should have a special interest to guard Aurene's location right?

    That's because they were a plot device. A lot of video game companies do this. Bethesda is very guilty of it because they do it all of the time in their games. Developers only do it to further the plot of a video game when one faction cannot be justified of being in a particular location or an event. So the designer(s) or author just creates a disposable faction to be there to help the character or in our case the people playing the game. The whole purpose of the "Order of the Crystal Bloom" is to purely to drive the plot and maintain its course until it's completed. Once the disposable faction's purpose is completed they become useless unless the developers decide that the faction can be used again in other stories.

    The Vigil, Priory, Whispers, the Pact, the Olmakhan, etc would all like a word. I imagine the Crystal Bloom will be the same, not the main showcase, but they still show up as the story progresses.

  4. Lol. This is one of the best training encounters out there. There is a UI timer, the visual tells are clearly projected, the tank follows a constant and easy to follow pattern, and the NPCs even call out the critical moments.

    It is ok to fail things while learning the first times. But blaming it on this encounter design is laughable.

    -I will give some exception to the pull chain mechanic, that particular mechanic needs to be explained better. Best thing to do there is to press and HOLD 3, but the game does not teach you that except trial and error.

  5. WvW is one of the most forgiving modes in a lot of ways when it comes to builds, etc. WvW is more about situational / map awareness then following the latest meta build like PvP / raiding does. With a bit of practice it isn't that hard to keep t6 ticks even solo if you are just focused on maxing rewards. If you don't see a commander tag up, just start roaming or taking out camps or dolyaks and stuff will start to happen.

  6. I play through story solo first usually, because I can pay attention to the dialog and the fight mechanics. After that I play through with my daughter. I like to do it alone first so if there are any gotcha gimmicks in the mechanics I have already seen them once and I can help her get through without frustration. She loves to play the story missions and so I like to facilitate them going as smoothly as possible for her without ruining anything or giving away secrets.

  7. @kharmin.7683 said:

    @"cNd.1096" said:

    @"cNd.1096" said:I'm not sure, I heard it's possible and I want to try.

    You can do the mission if you party with another person that has one of the help the skritt missions, but it won't go down in your personal story.

    Are you sure? Because I heard it's possible and completely doable.

    Yes, I played many missions with many different characters that my daughter has made. In all cases the choices she made went into her personal story journal. I can go and do the mission with her but after I leave the instance nothing changes for me.

    You actually get a message telling you that you don't get credit because it is not your story instance.

    Right, good point!

  8. @"cNd.1096" said:

    @"cNd.1096" said:I'm not sure, I heard it's possible and I want to try.

    You can do the mission if you party with another person that has one of the help the skritt missions, but it won't go down in your personal story.

    Are you sure? Because I heard it's possible and completely doable.

    Yes, I played many missions with many different characters that my daughter has made. In all cases the choices she made went into her personal story journal. I can go and do the mission with her but after I leave the instance nothing changes for me.

  9. @"Lesan.4903" said:One thing that definitely needs a change are fights like the LS2 segments where the player is forced to be Caithe. You can't adjust her build for anticondition or stunbreaks, and the player's gear doesn't affect her damage either - but at the same time, your gear STILL breaks down if you die. Which is not hindering, but annoying since you end up outside without and gear on you, and if an enemy has placed down some AoE, you might get pasted as you exit.

    So simply have an 'Autorepair' after those Missions, so the player's gear is still up to task.

    Those are, hands down, my least favorite missions in all of GW2.

    • no downed state as Caithe, you get instantly defeated if below 0 HP
    • your gear doesn't affect her stats
    • your gear is damaged on defeat
    • encounter difficulty was left at the same level as the rest of season 2. Big mistake because unlike the other missions where we play with our characters we have developed over 80 levels and multiple missions, we are effectively a 'level 1 Caithe" as a class for this mission. With no tutorial or even a little arena to test out your new skills first. And let's throw some instance specific mechanics to learn on top of that.
    • story wise it feels awful to force us to play as the villain (or at least the enabler of one) , which is what Caithe essentially is during this phase of her life. I wouldn't have enjoyed being forced to kill the centaurs and Wynn anyway, just show those parts in a cutscene, don't make us actually do it.

    any of these flaws on their own wouldn't have been too bad, but all of them together just make these missions totally unpalatable to me. The only thing to me that makes them doable is the fact that if you bring someone else, they get to use their regular powers. Bringing a second player to carry you is just more enjoyable than actually playing the mission. That is BAD design.

  10. @"TheUndefined.1720" said:I made this suggestion back in my HoT review, and I'm going to make it here; Stop making PvE story bosses hard. I'm currently sitting in the active fight with Scruffy 2.0, dead, having died at least a dozens times, and I honestly just want to throw my hands up. The point where you frustrate your player to quitting is bad game design. I understand, as game developers, you want to make the fight epic - oh no! Taimi suffocating! I care and have to hurry, but I have massive amounts of projectiles, burning, aoe's, and a completely incompetent NPC that DOES NOT use his reflect as he should... that means I don't care about Taimi, I just want to get out of the fight.

    So here are some suggestions:

    • Lower the Bosses HP pool: The boss fight is taking way too long, and it is not enjoyable, take down the HP
    • Stop with the rapid fire AoE's AND projectiles: Slow down on the boss's attack
    • Relax on the complicated moves: This isn't a raid, it's a story boss, being solo'd, there's no need to make so difficult
    • Program a better companion: In every fight I did during LS4 (Sunspears, Corsairs, the rag tag team, Braham) they stopped attacking and just stood there.. seriously during the inquest swarm they all just stood there

    I know the automatic response from the forum goers will be "get better," sure, I'm willing to do that, I've tried doing that, but ANet keeps making their story bosses more and more difficult. This isn't fun anymore. Please chill out on the difficulty of the story bosses.

    No I agree with you, and I aced that one the first time. I am pretty good at these, but I understand not everyone is, and as you say there is no reason for such high difficulties in the story missions. And the thing that gets tedious for the players that find it easy is doing the same easy thing for too long because the boss has too many HP. And on the ones I do find difficult it only detracts from me trying to learn the new mechanics. Lower HP on story bosses in general would be a great idea.

  11. Most people need to walk to the waypoint to use it, but in one of the GW2 novels, there was mention that the heroes had a bracelet that let them use the network remotely (essentially how we players do it). I assume that as the heroes, we get access to those bracelets as well, but most people don't have them.

  12. @Algreg.3629 said:

    @Moonyeti.3296 said:I feel like it does have a good proportion of friendly helpful people, but I don't think that has anything to do with the inherent nature of people that play this game versus others. The game mechanics were designed to encourage this behavior. You are rarely competing with other players, even indirectly in PvE like you are in many other games of this type. No competing over resource nodes, no exclusive tagging of mobs to 'steal kills', etc. If the mechanics changed to have more competition over these things I am pretty sure you would start to see toxicity levels higher, less helpful people, all that. I don't really think there is anything magical about the player base, I think it is all down to game design.

    isn't that pretty standard now in game design... or for quite a few years rather?

    Absolutely, but GW2 was designed around it from the beginning, and is established enough to have a reputation for that that newer MMO's have yet to reach. Or they are older games that were designed originally more of the old school 'Everquest-like' way, and were retrofitted to have some of these systems after to modernise them, but there is still plenty of old DNA left over in those games. WoW, Lotro, SW:TOR for example have a lot of these modern improvements retrofitted in, but there are plenty of the old systems still in there. Newer MMO designs incorporate these, but also tend to adapt newer game modes that have been popularized since GW2's release. I think it is GW2 was released at the right time to grab the non competitive, casual MMO market. There are others, but GW2 got the reputation.

  13. I feel like it does have a good proportion of friendly helpful people, but I don't think that has anything to do with the inherent nature of people that play this game versus others. The game mechanics were designed to encourage this behavior. You are rarely competing with other players, even indirectly in PvE like you are in many other games of this type. No competing over resource nodes, no exclusive tagging of mobs to 'steal kills', etc. If the mechanics changed to have more competition over these things I am pretty sure you would start to see toxicity levels higher, less helpful people, all that. I don't really think there is anything magical about the player base, I think it is all down to game design.

  14. @Oglaf.1074 said:

    @Fenella.2634 said:Uhm... I actually don't hate Braham as well :lol: I play light-armor classes mostly, so NPCs like Braham and Canach are nice shields. ^^His emo phase just seemed to be some teenager thing, no big deal, nothing to get upset about. At least I couldn't take it seriously at any point and just waited for him to calm down.

    So yeah, I guess we've got pretty different views on the characters, @Oglaf.1074 ? :lol:

    Well, my hate for him stems mostly from a purely Norn-y perspective. I feel like the way my character dealt with his emo-ness was extremely jarring and unfitting to a character who also knew Eir to such a degree as he does. Had the writers actually given you some unique Norn-y ways to deal with him, I guess it wouldn't have been so bad.

    Like, my Norn knew Eir better then Braham ever could. I just wish he would've slapped him upside the head and told him off for being selfish in acting like Eir's death affected him way worse than anyone else... :angry:

    I agree completely about Braham, It felt very un norn like to mourn that way. I heard a lot of people say "he is a teen that lost his mother, it makes sense" but that would be true if he were a human, or not already established as being pretty typical norn as far as cultural values. To me, as a norn he was disrespecting his mother's legend by acting that way. Anet goes out of their way to say that Norn are not just big humans, but they constantly ignore Norn specific culture and just go for cliche, relatable writing, making them come off as essentially just big humans.

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