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HnRkLnXqZ.1870

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  1. Despite being one of the few runes that actually deserved to be removed, I would like to have my fire-rune back. Nobody really appreciated it, barely anyone remembers it. But it was extremely useful in the hands of those who used it on purpose. Removing the pets looks like a long-term-plan. I guess we get them back sooner or later as some kind of downgraded companion-system. Looking at the SotO and new expansion features, they are granting our old requests one by one. Companions were almost as frequently requested as housing and spears. 😉 The HP bonuses became sort-of obsolete when they did the anvil-rework and introduced the jade-bots with the tier 10 power cores. Which both are just massive HP boosts for everyone.
  2. Priority: Group in range > Players outside of group, but in range > NPCs in range This is kind of important when doing NPC escorts and you want to buff them with swiftness and superspeed. If the players stick too close to the NPC, you can never buff it. Same goes for pets.
  3. Going through the features-list, it does look quite promising. Same as with SotO, I think the QOL improvements and overall gameplay improvements will shine brighter than the plot. Which is not a bad thing to be honest. For a game as old as Guildwars 2, which already has a fantastic story, those upgrades make it more appealing in comparison to the competitors on the market. There is still a lot to catch up with though. But ... step by step. The decision for housing is a bit weird though. Looking at the market, I understand why you have changed your mind. But I still do not consider the target-audience large enough to be worth the entrepreneurial risk. On the other hand, looking at the customization options so far, you did not invest/risk too much budget for the feature. I think you are going to test it and see if it is worth to continue that feature. I'll try it for sure, out of curiosity of course. I already like some of your selected design elements. Another thing I am really looking forward to is the Warclaw rework for PvE, something we have been requesting for years. Looking at all the ideas we had about its new 'purpose', I'm excited to see what path you have chosen. Hopefully, we also get an new non-wvw method for unlocking it. Looking forward to the betas.
  4. The simplest solution would be to add a second Crystal Oasis: Hero's Choice Chest per account, per day to the coin rewards vendor. For an amount of coins you can obtain if you actively participate in all rounds and do the side-events. So it is possible to get two chests in a single meta, but you can also play a little more casually and get a second chest every few metas.
  5. On the old board, we had a positive-only system. There was a helpful-reaction, that was mostly granted to posts that contained useful information. However, around the last year of the Vanilla forums, there was a shift in community behavior. We had a drastic increase in offensive and humiliating posts. Mostly because there was no dislike-reaction, people just stacked the 'helpful' reaction on those posts. The current system is far from being perfect, but it had an impact on the way people write here. A positive impact. As people can now openly show their discontent anonymously, there is no longer a need to push aggressive texts, for the sole purpose of saying 'no'. In addition, they have drastically improved forum-moderation, which was barely noticeable on the old board. The current moderation-team has a strict set of rules and takes care of violations quickly. The confused reaction is the lesser evil anyway. It is no downvote or an angry-smiley. Confused just means 'purpose of the post unclear for the person who reacted'. We, who are used to the boards, interpret it differently. But a random person, who googled something about GW2 and was forwarded to this board, might not be very impressed by this reaction. They read the suggested text and judge for themselves ^^. While we are at this lovely topic again, it is time for mini-poll. Please react to my post if you: 💙 prefer a positive-only reaction system prefer the reddit system with upvoting posts 😕 prefer a balanced-system with positive and negative reactions 🤣 don't care at all 🏆appreciate the good work of the moderation-team Thanks for your participation. ^^
  6. I'm not sitting on thousands of gold, but I keep doing something similar for ... I do not remember when I started with this. But whenever I run into a new player, I randomly meet I usually send them a package of: 4x 15 slot inventory bags, food, 5 gold and a couple of basic knowledge like the /wiki function and a recommendation to use /map chat if they have a question.
  7. Time for a new bump. We are currently around 210 members = still plenty of space. I've just unlocked the new mount-rental, which means people can test the following mounts in the guildhall now: - Raptor - Springer - Jackal - Rollerbeetle - Griffon - Skyscale And see for themselves if it is worth to purchase the expansions/LW to unlock them permanently. If they add more rentals, I will try to unlock them as well.
  8. Before starting a new thread, I join in here. VERY BIG THANKS FOR THE SKYSCALE RENTAL! And thanks for making it still affordable. Due to how you have made the SotO decorations, I was hoarding Jorbreakers like crazy. Expecting one post to be at least 30-40 pieces. Looking forward for the Skimmer, Turtle and Skiff one. The Skyscale is the most wanted mount in the game. Still tied to obtaining specific expansions/LW to unlock it and its full potential. It is not that cheap and people often ponder if it is actually worth the effort. Now they can test is all year long in all guildhalls that have the decoration. I have not seen anything of the event yet. First day off in the week. Just logged in and crafted it. Thanks so much!
  9. I still consider myself belonging to the target-audience of open world content. Although a lot of things have changed since 2012. The hardest part when comparing content is always to keep the view of the time. From the current point of view, most meta-events are a walk in the park. Powercreep trivialized most of the mechanics, even those of the reworked/empowered worldbosses. Regarding the complexity, it is a treadmill. When they make a new one, they take a look at their previous creations and want to offer something good and new. For the final episode of the expansion it has to be something epic. But looking at the previous approaches, it is quite difficult to create something that rivals with these. Whenever I think "now we are done. There is no way to get beyond this." They do just that. Bigger, faster, more complicated, more epic and somehow less rewarding. That is something I do not get about the meta-event development. Every new entry gets significantly worse loot. Sure, they make you grind it over and over. But the loot is nowhere near Drizzlewood Coast, which was probably the last good map regarding that topic. Now what are map-meta events? This is a discussion I keep doing since my first day in this game. If a dynamic event pops up, the description says [GROUP EVENT]. It is a Massive Multiplayer Online Role Play Game and the map-meta requires the whole map-population to work together for a common goal. This content is not supposed to be soloed or with a bunch of people. Map meta means, you need the whole map. Again, from the current pov, old content can be done with a small group. Even the map metas. But at the time they were released, they were tough. I remember the Tequatl rework, before we had Megaservers. Our server was among the last servers, if not THE LAST server to slay that dragon. Because Ring of Fire has a very special understanding of team-work. But even the top servers struggled massively before beating it for the first time. It took months for every server to get it done. DE had a very steep learning curve with countless of wipes, even by experienced and skilled groups. Right now, the IN meta deserves to be this difficult. Whether it remains like that or not, time will tell. But at the moment, everything else would be a disappointment. I've done it today for the first time and I like it. It is engaging, not too complicated and the final encounter is just epic. I enjoyed this even more than the DE one. The rest of the maps and the events are doable for solo players and randomly formed groups, which is also how it is supposed to be. I still consider Open World to be designed for everyone on the map. But I also still consider group-content to be group-content. And if the map-meta event requires the whole map to work together, so be it. For an epic and challenging encounter, that is imo acceptable.
  10. High quality kitten-post. Hopefully it doesn't get deleted.
  11. That is sad. I really appreciated your constructive feedback on various topics. The arcane line is a relic of my countless previous approaches. When I realized that I cannot prevent switching attunements, I decided to squeeze the most out of it while doing so. I know most Elementalist builds use fire, because it is FIRE and drastically enhances damage. But I did not feel like using it. If I was somewhat experienced with Elementalist, I would probably manage to use the correct skills to increase the dps. But all my approaches over the past 11 years have been mostly try and error with multiple months in between. I know how the traits work and I've done enough build-crafting and testing to figure out synergies, but rotations? Nope. That is a good hint. Tested, works good. Ty. - The motivation behind this build was Mukluk's video about the Power Quickness Catalyst. I was thinking: There must be an easy way for an Elementalist to deal damage, maybe only damage? Without breaking their fingers and wrecking their keyboard. - As far as my understanding about Elementalist goes, you cannot achieve anything noticeable without breaking your fingers. If that is outdated and Elementalist is now one of the easiest classes to play in GW2, I'm totally fine with it. I was just very shocked when I saw that my build somewhat delivers acceptable results. After a countless list of miserable failures of builds which played nice, but were not able to get beyond 6k at all. As I wrote above, the inspiration for this build came from Mukluk's video. In the original version, I tried the catalyst and stumbled upon the same hilarious mechanic with the jade-spheres. I went with more boon-duration and picked a weapon (sword & dagger), I expected to deal multiple hits in short time. Originally focused on earth and wind with bleed-stacking (power + condi) approach. Getting the hits worked, getting enough energy for the jade spheres also worked. But it felt ... clunky. Swapping through 3-4 attunements for the sake of just deploying the kitten sphere. And the problem that you cannot build energy while the sphere is active ... :S. Frustrated by yet another failed Elementalist build, I was going like: "Ok, let's just screw everything and go full DPS. Maybe we can figure out a setup that delivers anything around 14k?" I still had the traits in my mind and knew which ones promised the best results. Took a look at the other e-specs and stumbled upon Elements of Rage. Found the synergy with Fresh Air, did a few minor tests and decided to get the stats for a real test. To keep fresh-air, I needed to swap out to at least one other attunement. Did another test, FIRE, obviously. Got the gear, got the food, got the runes & sigils. Realized the relic does not matter. Went for a final session at the golem and ... 17-19k after a while consistently 19k. That is it. No higher purpose in mind.
  12. Greetings, I've just created an Elementalist build, that can achieve ~ 19k dps at the golem and requires only pressing two buttons. Sounds stupid? Here we go: http://gw2skills.net/editor/?PGwAwijlZwuYRMNGJWWX/vMA-DSRYiJSwsSI1TD+QqVCEsQoCFgMPLwiwLbQFA-e 1.) You start with fire/x attunement, does not really matter which one. 2.) Start auto-attacking. 3.) Switch to air and again to air when it is ready to trigger Elements of Rage. 4.) Then you switch back to fire once it is ready. 5.) Then you wait for Fresh Air to run out, then switch back to air 2x. From now on, cycle through 4.) and 5.) rinse and repeat until the target is dead. It is just auto-attack while conveniently swapping attunements. Neither the relic nor the offhand weapon really matter. Originally I had other plans for this build, but unfortunately anything but sticking to auto-attack lowers the dps (for me). I'm still not sure if this is more scary or entertaining. I know 19k is a joke for a true Elementalist main. Your high APM builds can reach beyond 45k. But again, this one requires pressing two buttons only. Anyway. Thanks for reading. Have fun trying it out and spamming me with confused-reactions.
  13. When I first saw the topic, I have read the title in a different way. Especially because it was written blish huT. What is a clip-board and how does it work? You can imagine it as the short-term memory of your computer. Every time you copy something (either with right-click -> copy or CTRL+C. The CTRL-key is yon your keyboard, bottom-left corner. Hold that key and then press the C key on your keyboard with another finger, while having something marked/highlighted), you park that thing on the clip-board of your computer. The space on the clip-board is kinda huge, but most apps do not really use the full potential. When you copy something into the clip-board, the previous item gets removed. Even if it was not pasted anywhere. Some apps have the ability to store multiple objects next to each others and a feature to select specific items from the clip-board. But the majority just works with one object only. That object can be as little as a single number (e. g. "1") or as huge as picture or video-file. When an app tells you that it stored something on the clip-board, that means you can release it via the paste feature wherever you want it. Either via right-click + paste or ctrl+v. In your special case, upon clicking on the element in the blish hud, it copies the waypoint into your clip-board. Which means you are required to enter your chat-console and press ctrl+v (= the shortcut key-combination to 'paste' something from the clip-board) and press enter. It will then cause you to link this waypoint in your current chat-channel. Which means that everyone in that channel, including yourself, can click on it to auto-scroll to the location on the worldmap. Note: This is not a mockery of your intellect. For most gamers, the clip-board and its functionality is basically common knowledge. We grew up with this tech. But there are people out there who seriously struggle with computers. We have reached a point with computer-games, where the target-audiences are no longer only tech-nerds. Which is imo amazing and proof that the system finally gets society-wide appreciation. But this also means, that we have to change our way of explaining stuff. Also keep in mind that the English board is accessed by a huge variety of different languages. Not everyone is a native-speaker. Sometimes more simple explanations are better than more detailed ones.
  14. This one again? The meta-builds help, but in order to win, you need to understand your class. If you do not understand when to press which button, the best builds in the game will not help you win a fight. If your understanding of the combat-system, your class and your enemies has reached a certain level, you can use customized builds freely. Some people can even surpass players who use meta-builds in dps and survivability. This is more important in competitive than in PvE. Why do people tell you to follow the meta? Because it is designed to help you. Even with little understanding of the class you play and the combat-system, you can still perform acceptably well - as long as you follow the guidelines. If you however have no understanding of your environment AND insist on playing a customized build, the chances are pretty high you are just a free loot-bag for enemy players. Sorry. That is a bigger issue. You can play in smaller groups and also roam solo. But for some very weird reasons, ANet does not promote this way of playing WvW anymore. They want zerg vs zerg. The game is designed that way and the classes are boosted into that direction. Regarding the groups, we have the issue with the stealth-tags. Groups of 15-50 players who move in massive zergs across the map without a visible tag - closed community. A huge problem if you ask me, especially in a game-mode where coordination is key. Using discord for group-coordination is acceptable to a certain degree. But there are always options to not do it. Think of it like this: If your server/team only loses because one random player refuses to join the discord. What does that say about the strength of that squad? As explained above. The meta works the way it is. As long as you follow it strictly, it provides the guaranteed results. Whether you use it or not is a personal choice. Keep in mind you are inside an MMORPG. People come here to spend their freetime and relax from the madness in RL. If they had no fun, they would not be here. WvW is one of the few places in GW2, where newbies rarely get help from the community. If you do not know what you are doing, you are considered dead-weight. So every new player who decides to stay out of WvW is considered a win. Certain veterans also keep calling out newbies in public or whispering them, asking them to log off/leave the map/play PvE instead - not kidding. The strategy part is overestimated. It boils down to placing siege carefully and zerg-control in the open field. With smaller groups, you can use things like terrain and obstacles. We do that sometimes with guild-groups. When we are in a map with a huge zerg, we usually pick smaller targets or go for structures while they keep the others busy. But that is not organized. If we would ask that commander of the zerg, they would rather see us join their squad or leave the map instead ^^. I actually did. A lot of different groups believe those teachings work 1:1 in their field, like managers of big companies or people playing games. Ironically you can find the note inside the book that this is not the case. In "The Sheathed Sword" he points out that the rules that apply to the field depend on the specific conditions. You cannot just copy/paste it wherever you think it fits. In most cases, as he kindly explains, you make things worse if you try. Believing WvW applies to the same rules as RL war is about as accurate as believing a pancake is a cake. Exists. As a commander, you have the option to give a few selected people passive participation iirc. So your main squad focuses on fighting the baddies, while your scouts keep looking for enemy forces to prevent ambushes or look out for new targets. This is usually a thing in big organized groups. I usually see this job being done by people outside the squad, roaming alone or in small groups, keeping the /team informed about enemy activities. Which color, where they go, their numbers, ... etc. If that does not happen on your server, you may be just unlucky.
  15. They had a lot of cool ideas regarding water-content and tested them over the time: o Heart of Thorns has this massive tunnel-system in Tangled Depths, with a unique 'torch' mechanic and the poisonous lake in the same map o LW3 - Bloodstone Fen was a first test to fix the void-jumping exploit. - Ember Bay tried a wave-system, which looks awesome. It was basically a tech-demo without any underwater mapping. - Bitterfrost Frontier had a little bit of underwater mapping, but was basically a tech-demo to test the freeze-over mechanic. - Lake Doric had a lot of things going on, the water content it had was small but fitting into the scenery. Both the cave and the 'lake'. - Draconis Mons was the first time, they have tried to make water hostile as a whole. I think they ran out of time on that map. They probably wanted to do further tests with the concept. - Siren's Landing had low quality underwater-content. The parts near the shrines are decent, but the 'open' sea is a bit empty. Way too many features tested on a single map. Hence the massive lagg problems of the early months. They learned their lesson there ^^. o Path of Fire had some really nice underwater areas. Not much action down there, but imo decent. o LW4 - Domain of Istan is very empty in terms of underwater content. I remember one remote area where they ran a test with visual effects underwater. - Sandswept Isles tested a few interesting mechanics with water-surface mechanics. Like getting kicked off from a skimmer by sharks or having a swarm of dolphins following you. They tested nice feature for a skimmer race, with high-jump mechanics. Underwater content was not really addressed though. They mapped it for the sake of mapping it. Oh and they went for their first test of a fishing-system. - Domain of Kourna is one of those maps they ran out of time. But they have done a pretty decent job with the Ntouka Pond with a vertical pool. Not much to do there, but it was nicely mapped and the 'secret' boss feature was great. I just wish they went for a more appealing npc-model. I think the fight was originally intended to be underwater, but later moved to the surface on purpose. Kourna was one of the key-maps where they tested the future parameters for the Strike Mission bosses. Both the dragon and the golem were just HP sponges to measure open world DPS properly. - Jahai Bluffs had a lot of tests going on. Water was not on the schedule. Which is acceptable to me, looking at the list above. - Thunderhead Peaks did a few visual tests with ice underwater. It was mostly about reflections and the impact on the camera. That map has a lot of tests going on. I was quite surprised they did something with underwater there, too. - Dragonfall is another map where water was just decoy. They ran a couple of visual test with waterfalls, but nothing with underwater. o IBS/LW5 - Grothmar Valley has a nice underwater area, but mostly for visual tests (reflections and behavior of certain structures and textures). They went for a more traditional mapping in the underwater area of the Jumping Puzzle. But only for the looks. The focus of the map was on other things. - Drizzlewood Coast had the barrier test at wolfs-crossing, with the ice at the first partial release. It also had yet another waterfall experiment - ANet surely does have an obsession with these ^^. And the treasure-hunt. But that was only one pretty obvious location. o End of Dragons mostly focused on showing the players Cantha. The main problem with the expansion is/was ANet's focus on fishing and skiffs. Dragon's End has some decent underwater mapping anyway and the hidden lake where you do not want to dive. o Gyala Delves has only a few underwater places, but those are imo nicely mapped. But sadly little to no enemies :S. o Secrets of the Obscure has tried creating ponds of dive-able water in mid air. The mapping is OK for SotO levels. But diving does not fit into the Skyscale overkill concept, so there is no high priority on that element :S. Inner Nayos is one of the least appealing maps in GW2 for me. I rather spend an hour in Tangled Depths than 5 minutes in Nayos. So far, underwater content there is just empty. But again, the whole expansion focuses on Skyscale only. As you can see, they did not abandon the topic and never stopped testing new features. With all the data they have collected so far, I doubt they ignore the content in the future. I think there might be even hope for a little more. Getting more underwater-content is one of the more common requests we had over the years. I do not think they go for yet another expansion where you are forced to spend most of your time above the maps. Note: As you can see in my list, which is far from being complete, LW mostly served as sandboxes to test new mechanics and features. Imo most of the maps are under appreciated and a lot of things work there yet nobody notices them.
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