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Yasi.9065

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Everything posted by Yasi.9065

  1. To bring this to a rest: List of achievements (45) contributing to meta achievement in the latest story episode -> Story Achievements (8):Chasing GhostsStill Waters SpeakingLost Spirits FoundThe Hunt BeginsVoice in the DeepFire DodgerSelf-ConfidenceWhisper Boxing Openworld Achievements (23):Bringing Light to the DarknessA Hunger for KnowledgeTimber!Bjora Marches Insight: Drakkar's LairBjora Marches Insight: Frozen WaterfallBjora Marches Insight: The Lost Kodan ShipShadows CreepIdolatryMystery of the Bjora MarchesMystery of the Hidden TowerMystery of Drakkar's LairMystery of the LabyrinthMystery of the Western MarchesMystery of the Raven Gate RuinsLuminiferousKoda Be PraisedReel It InUnwelcome WhispersLumbering BearsBeckon the IceUnwelcome WhispersA Bountiful PastimeAcolyte of the Lost Spirits Strike Mission Achievements (14):Sanctifier (20 strike bosses in sanctum arena) Whisper of Jormag (4):Legendary Whisper of JormagSlither-lessReflections in the Ice (easy if you do even remotely okay dps)Vortex, Interrupted (5x cc bar breaking, easy) Boneskinner (3):Hold onto the Light (Very difficult atm due to a bug)Deathless HuntFlickering Light (Very easy, soloable) Kodan (3):Flawless FallenKodan DodgerBreak It Up (5x cc bar breaking, easy) Faenir (3):Fraenir FrolicHigh Shaman, High StakesElemental Elegy (Quite easy strikemission, quite easy to do achievement) Conclusion:Yes, you will have to TOUCH strikemissions for this meta achievement. But is it difficult or even undoable for someone with a disability? Absolutely not. You need 37 achievements, 31 are not related to strikemissions. That leaves 6 related to strikemissions.There is 5 achievements that are easy to get WITHOUT even succeeding in completing the strikemission.That leaves you with ONE strikemission achievement you have to put a tiny teensy bit of time and grit into. You can go in as a healer in minstrel gear and do the "no downstate, no defeat" achievements. Or you get lucky and finish one of the other achievements on chance.... or you just farm 20x fraenir/twins , which are both quite easy to finish if you join lfgs.
  2. I have a very fine tuned Effort/ Reward judgement system and PUGging for an emote fails to make it past the suggestion stage. I think the main problem people are having is the feeling of being forced to do content. My personal view to having story/ achievements/ gear behind a dungeon, raid, or the like has been, "I don't care enough to bother." But a lot of folks can't shake that completionist drive so this sort of situation always gets their fur up. Im a completionist as you call it. I do all the achievements. Many I really dont like at all - like those forcing me to play the story instances (often even repeatedly) or running around the world pressing 'interact' every few minutes. Do you see me complaining about being "forced" to do those?Why is it us raiders are being called toxic elitists, when its actually the other way around. Everytime theres even a slight - and let me be absolutely clear here, the new strikemission isnt even ENTRYLEVEL difficulty of instanced content in other mmorpgs - increase in difficulty theres people running to the forums and reddit complaining incessantly about it. Instead of just accepting it and doing it once for the achievement, or even going with it and giving that something new a try, those people create topic after topic demanding nerfs so they can afk their way to their achievement.Do you see us raiders creating topics bemoaning the fact that all that devtime is put into animated cutscenes or designing a crystal dragon I still have no clue what even the importance is off, except well... its gw2, so it has to have dragons. Before I go even more on a rant... in short... just because you dont like parts of an mmorpg is absolutely no reason to go around badmouthing it. If you cant handle doing things you dont like in a game to achieve a goal, then really... mmorpg is the absolutely wrong game genre for you.
  3. Allow me to disagree. While the story is indeed for everyone, the raids are not. Do you remember the statements that the raids are designed to be completed only by the most .... players? And that the devs know that this category is not very large? Yes, I agree with you, the raids/strikes/story can be tried by everyone. But this is not the Olympic Games - only to participate is not all when you have achievements tied to beating the encounter. Theoretically speaking, everyone can be an Olympic Champion. Practically .... you can count them. Unfortunately, the strikes are more and more difficult - this is less and less a stepping point into raids, but more like a raid. And now, included into the story achievement. Mandatory. So, please stop with your wrong statements. Not us, the players (or the person you answered) split the community. The split has been performed in the moment the raids were released - with that "famous" statement that raids are designed to be completed only by the best/skillful/dedicated/patient/etc players. ONLY. The rest were ignored. I dont like story content. Its boring. Characters have no depth. There is no mystery, no intrinsic detail. Theres no action. Story is NOT for me. Let me put it as friendly as I can:GW2 is an MMORPG. If you play this genre you accept:a) interaction with other players - a lot - via chat at least.b) that the game doesnt cater solely to your likes due to the vastness of the genre. You are being incredibly disrespectful with your bashing of raids and strikemissions, just because its content YOU dont like. Many other DO like the strikemissions. Theres also quite a few that like the raidencounters. Just as there are players that like the story.Me? I accept that. I dont begrudge people liking the story those living world episodes. I just want the same respect.
  4. This. Id add to that that when the content tips too much towards "not-fun", I wouldnt do it even if rewards would be best in the game (Silverwastes RIBA). While, when content is fun - like the new strikemission or drakkar or raids - I do them as long as there's enough rewards to finance my maintenance costs (food). So, in a nutshell... replayability means fun. In an mmorpg, fun for me means playing with my ig friends and having challenging not-brain-dead content.
  5. Story: Good, not boring, enough combat to keep me happy. Btw, who else hammered the dodge key when a certain arrow came flying? :)Map: The 2nd half of Bjora Marches reminds me a lot of tyria maps. Lots of small events and interactive objects give enough to explore. I especially like all the little jumping puzzles that are not difficult per se, but take some puzzling out.Meta-event: Drakkar is a bit of a hp sponge, but definitely a good meta-event. Not quite as epic as triple trouble, but definitely as good as tequatl.Achievements: Enough to make me come back to this map for quite some time. The "do event xyz x times" achievements I think are a very good idea. Just the right amount to not be annoying, but enough incentive to come back and not just jump/roll/fly past all those events. But even better are all the fight-oriented achievements. Those wanting you to break the cc bar x amount of times, jumping over waves etc. I think they are the best way of teaching a player what to focus on in a fight - at least in GW2. Ive definitely seen the effect already. People not just autoattacking, but actively trying to jump the waves at drakkar etc.Strikemission: Quite scripted and therefore in the beginning difficult, then it will become very easy. Definitely a good strikemission for people wanting to tackle some more difficult content, but still daunted by raids. Difficulty level is absolutely fine. Getting gold is enough of a challenge for raiders. Sadly, its not worth anything except pride and therefor people will just not go for it.Rewards: Imo, we need more accountbound "unique" rewards. The intrinsic value of accountbound rewards is the time spend achieving them. Buying things in the gemshop or trading post doesnt give you that enjoyment. RNG is fine - dont crucify me yet, keep on reading - as long as the content that you have to "grind" is enjoyable. One big part of this is getting small rewards on my way to "the big one". Meaning: exp and drops from killing normal mobs. Its one of those things Dragon's Stand just does right. The reward chests for reaching a progress point, but also tons of mobs to slay that each and everyone give exp and loot. At the same time theres no reason to stall the event and farm those mobs (like istan greathall champs) because everyone wants to finish the event before the timer runs out. Its imo a big flaw in the Jora's Keep defense event that mobs dont give loot. It turns a potentially fun defense event into a boring, just stand in a circle and survive afk event. And to wrap it up: Sadly still no easymode and hardmode for 10man instanced content. Please Anet, consider adding difficulty settings. You can do this quite easily by adding a npc to each instance that gives either a buff that pulses all boons on the wearer every x seconds (easymode), or a no-downstate debuff (hardmode). Add 2 achievements that track progress on normal mode (no buff or debuff) and hardmode, similar to the dungeon reward achievement... et voila. Difficulty settings with adjusted rewards.The skill-level of GW2s playerbase is so varied, without difficulty settings, any content is either too difficult or too easy for parts of it. So the releases will always have negative backlash, which in my opinion, no raid/strikemission/fractal deserves. They are all done beautifully, and the bossfights are done better than anything else I get in other mmorpgs - and I tried them all ;p Seeing the lack of difficulty settings hold GW2 back from becoming really grand in that area... it saddens me.
  6. Just join and ask if you really need to ping, since most of those are either going for gold (not needed except for pride) or they are just making fun of the kp "system" and are just trolling. /edit: Also, please, stop trying to split the community. Strikes are for everyone. Raids are for everyone. Story is for everyone. If YOU refuse to do certain content doesnt mean that its exclusive to "labelX players". It is YOUR decision to ignore parts of the game.
  7. Gotta say, this glider had me chuckling.Either Anet is very self-aware and cheeky... or rather naive. Anyway I love it, its the perfect skin in a f2p game.... especially in lootboxes.
  8. Raids and Strike Mission target different groups of ppl.There you are quite wrong. Strikes are meant to fill the gap between openworld "run what you want, we dont care at all" and raid "meta builds only". The targetgroup of both is players interested in endgame pve content.What people tend to forget, is that GW2 still is an mmorpg. And part of every mmorpg is character developement, which includes (but isnt limited to) making your character as effective in combat situations as possible aka getting a proper build. Other mmorpgs are even more strict on this. If you neglect your build in ESO to a degree that many gw2 players do, the only thing you can do is maybe some gathering... though you will die often to normal mobs while doing so. And ESO always was a story mmorpg, sandbox mmorpg are even worse in that regard.GW2 is way too lenient. You shouldnt be able to survive on lvl80 maps without at least a fullset of exotics and a proper build. I digress however. Strikemissions are meant to ease the progression from being a soloplayer in openworld pve to taking part in instanced organized pve endcontent. Targetgroups are exactly the same: people interested in developing their character in pve past the "pick flowers" stage.
  9. But it is already using the usual indicators. Making them more visible /adding even more indicators does make things easier. I guess Anet should just hand out rewards per mail at this point. ;) I think you just have a different version of the client than me then. Because the only indicators I get are: bomb overhead (barely visible on small characters, it "hides" behind every other effect, including the overhead animations from firebrand and renegade)chain itselfNothing else. No audio queue. No text warning. No aura.
  10. To make it clear... its not about making things "easier".This is about keeping to the usual indicators. In raids, you get a "ping" when you have to carry out something. And if you are standing in some special mechanic that is dangerous, you get a golden aura. The bomb indicator over head is new, and it is bad. On an asura theres simply no way of seeing it when stacking. And even on a norn its easily missed in the visual clutter that is gw2 cast animations.
  11. There is absolutely no nerf needed. The strikemission has been out for 2 days. Not everything has to be completed in 6 hours after release. Also, since there's very likely never going to be different difficulty levels to anything in GW2 except fractals, different levels of difficulty per strikemission isnt just "nice to have" but also needed. That way "casuals" - or rather people new to instanced organized content in gw2 - can start with doing the grothmar strike mission, progress to faenir or the twins and then reach boneskinner/whisper level. If you nerf everything to grothmar level, theres no progression and then theres no point in strikemissions. Now we only need the incentive-trifecta (title, loot, statistics) to keep people trying and everything will work out.
  12. With pugs, 2 qb (1 heal, 1 condi), 1 alacrigade (diviner), 1 bs (condi), 1 druid and rest whatever dps... took us a couple of tries, but dead is dead.I like that it incorporates several raid mechanics: matthias bombssabir up-in-airstackingchains are a bit like cairn agony circlesWhat I dont like is the missing extra indicators for the chain - since its a rather big mechanic.And again the inconsistencies with the telegraphed aoes. Some are telegraphed huge (tornadoes) and do basically no dmg, others like the spikes dont have a telegraph.Also, this isnt a strikemission I will ever do with unorganized pug grps. It needs organization and people that at least listen. The mechanics are easy enough explained, but if you get that pug that just insists on always standing off to the side and range autoattack, in this strikemission that will kill you. Id rate it on par with boneskinner, medium difficulty. Still really wish we could get easymode-buff that pulses boons every x seconds, and hardmode-debuff thats a no-downstate debuff which then triggers on completion an achievement that gives extra loot. Especially on this strikemission, no-downstate debuff would be spicy.
  13. ... could we please get a bigger indicator for the chains before they actually spawn? Not just the bomb icon - which lets be honest... with the way gw2 is overly particle-effect heavy just isnt visible enough.A yellow text in chat maybe a la sabetha bomb? Together with a "ping" audio indicator?And if we are close to a chain, can we get the golden aura from cairn/vg when standing in port circles?
  14. Its Anets new scheme to get you to buy more character and bank slots. Never knowing what you might need later again, you have to store everything. Didnt you know?
  15. Sarcastic, right? Not quite clear. Because some people really think running semi-afk in a circle for hours, pressing interact every few meters is "gud content".
  16. Every week, this image makes me incredibly sad and leaves me feeling empty.... This and the fact that there is no easymode/hardmode to raids and strike missions.... it just smushes me.
  17. After years of this unpleasant system, can we please get 2 conditions build in that allow sending ig mails without cooldown? Receiver and Sender have each other friendedReceiver and Sender represent the same guild
  18. Lets just remove GW2 entirely and let Anet send us daily loot quota per email. No "dumb" or "annoying" mechanics anymore to bother anyone. Agreed? Hint: I never have any trouble with the Sirens Reef fractal, no matter the instabilities, and I always pug fractals since my static dissolved a year ago. It might not be my favorite, I like more boss-oriented encounters like raid bosses, but going onto forum to demand it being changed or removed? xD
  19. I love boneskinner, though I find it a bit sad that the mechanic is so unwieldy that its easier to just bring 2-4 healers and ignore the mechanic. Theres one important thing: everyone has to STACK - and MOVE - tightly. People start dieing when they move off the stack, or stand in the red circles. To keep the red circles contained in a small area you need to stack tightly. And in that regard I think the boneskinner strike is quite nicely done on difficulty. You have to watch your surrounding and stack properly.. two quite important skills to learn for any instanced pve content. Or if you want to do the mechanic with your raidsquad, you have to watch for the "tell" when to move out behind the torches to re-light them. While this isnt a raidmechanic per se, its a coordinated mechanic.On the other hand, the learning curve isnt too steep. After a few tries everyone that can read squad-chat and is willing to learn can do the stacking part. It takes a few tries more to get outside to the torches on time, but so far Ive only ever had 1 raidsquad bother with the mechanic anyway. Ive solohealed the boneskinner squad, but that was with raid players. If both healers know what they are doing, you can get away with 2. Otherwise you need more. http://img.pichoster.eu/a1b95855boneskinner_healstats_tempest.png This was with 2 healers (herald and tempest) on the day after boneskinner got "challenging" with a pug squad. The herald had close to 10k healing. So in a "normal" squad you need roughly 20-25k healing output.Healscourge on magi tops healtempest btw, I can get ~15k barrier+healing combined.
  20. This one I noticed as well. Removing maploadinfo did help some, the loading times still arent up to ssd standards though, so there has to be an additional issue. But at least Im not getting kicked anymore from grps/squads for "taking too long" ;p
  21. @"maddoctor.2738"I didnt find HoT openworld "hard", I found it challenging. There is a difference for me. Challenging is when killing mobs/doing encounters gives me a sense of accomplishment, when Im not just semi-afk pressing the same rotation on each mob and actually have to watch out for things. Something is hard if I need to try quite a few times to finish it. Hard and challenging dont always go hand in hand. Something can be artificially difficult and therefore hard, but not challenging.Also, more mobs got changed. The raptors got nerfed, the leaper-thingys got changed, frogs hp got reduced... thats just what I remember. It was quite a big rework that didnt just stop with nerfing openworld mobs, but also re-adjusted nearly all meta events to make them basically infallible with enough players. Considering that openworld isnt meant to be "hard", but rather challenging... that was a good re-work and I really regret that I wasnt more vocal back then in congratulating Anet to such a good expansion, AND the consequent adjustments.Ive played mmorpgs for over 2 decades, and HoT is one of the few expansions I really found overall an improvement of "my" mmorpg. Not just because the openworld maps felt like lvl80+ maps, but also because each and every map has lots of detail and a coherent story put into meta events. To this day, I consider Dragon Stand the best openworld meta event of all time. HoT was engaging, interesting and challenging. It had enough long-term goals to keep me going back and overall rewards are quite balanced (now ;p ).PoF in comparison was shallow. The story was nice, but nothing to repeat really. The fights felt artificially lengthened without really being challenging. I often cursed the long cooldowns/dialogues that kept me from progressing faster. The rewards were horrible, no longterm goals, I was finished in < 2 weeks and I seldomly go back except for heropoints. @"Thalimae.3406"Im very set in my ways, sorry, my perception doesnt change anymore. Ive played too many mmorpgs for that. The mainstory in GW2 wasnt something you had to do, but rather something you could do, if you chose so. Typical sandbox mmorpg. Me for example, I got to lvl80 first by exploring the maps, then I got my first exotic set and I only did story after I got interested in the AP system.I dont find GW2 small at all. Sure, it got smaller with gliding, and even more so with mounts. But still, tbh, theres more than enough space to explore. What changed, is how that space is filled. In core tyria, theres one event beside the other, often interlocking event chains that unlock new events. Theres rare items (mostly consumables) you can only buy when finishing a set of events etc. Theres things to do anytime I go anywhere. In HoT you have the meta-event system and the maps are filled to the brim with things to do. PoF maps have vast empty spaces with nothing in them except a few random mobs placed there. They feel often unfinished. LS4 maps mostly the same. Compare Bloodstone Fen to Kourna. Rewards play a role as well. In LS3 maps gathering is always useful. In LS4 maps not so much, etc.I dont view openworld as serialized content, to be played on release until done and then never come back. I set my goals, I finish them. In between I re-visit events/activities I enjoy. So Im going back and forth between all maps and never really feel like theres a set path for me to follow - except on story ofc. And thats one of the problems with Anet, they usually dont re-visit older releases. The only time they did that was in LS1 and LS2. Especially with most LS maps, theres no reason to go back, except if you enjoy a certain event/activity there. But thats not a lack of content per se. Thats lack of replayability. Take GW1 for example, everything is worth repeating there. And the amount of content in GW1 is definitely a LOT less than in GW2, and still it has way more replayability and therefore it feels just "more".What Im critizising is that there has been quite a lack of challenging, engaging and immersive gameplay since PoF. In a sandbox action mmorpg, challenging and engaging gameplay is key. In a narrative rpg, it isnt. Since PoF, GW2 has been mostly a narrative rpg, since the focus was (and still is !) on telling a story and NOT on the gameplay. A side-effect is ofc that in a narrtive rpg you need different story view points or a branching story to stretch content, which GW2 isnt really made for... it needs way too much work to be efficient. Whereas in an sandbox action mmorpg rewards and engaging gameplay are your way to stretch content, which GW2 could excell at...
  22. I love your post :) From your post I gather you are using a dpsmeter (arcdps most likely) and that got you into a huge part of GW2 that gets neglected by the majority of the playerbase... you started playing around with your build, watching your stats etc. you started theorycrafting and comparing. Keep going ! Dont let anyone stop you. Theorycrafting in mmorpgs is one of the best things of the genre.
  23. Thats because you are comparing story instances while others are comparing openworld mobs/events. Dunno how to write this without sounding condescending, but story instances never were challenging for me, neither HoT, nor PoF, nor LS3 or LS4. There were some achievements in LS2 that were quite tricky to get without cheesing, but thats about it.HoT mobs in openworld on release were overtuned. And they got nerfed to a good level subsequently, maybe nowadays they have not enough hp but thats because of the powercreep. PoF openworld mobs are quite a step down from that level of difficulty. They are only annoying because they tend to group and have boons. But you can counter both easily by adjusting your traits, and then they become quite easy to deal with.But its not just that. A big part of PoF openworld you simply can jump through on your mount, and that even more reduces the perceived difficulty of the expansion.
  24. For me, the more Im porting, the worse the loading screens become. Uninstalling and re-installing the graphics card drivers only helped for the first few loading screens, now its back to loooooong loading screens. Restarting the computer doesnt help.
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