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Rennie.6750

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Everything posted by Rennie.6750

  1. I do my dailies that way. I may skip the chrono because it's rarely a game changer but that's about it. Overall, support makes dailies easier and there are less wipes. I'm fine with waiting 5 minutes for the party to fill up. If you're frustrated because it's not asking for your class, play a heal druid or revenant, you'll have plenty of teams to chose from. And if you don't want to play something else, well that's on you so wait for your turn in the line.
  2. I'd like an underwater expansion! That would probably keep me playing far longer than I usually play MMOs.
  3. Since you're apparently very interested in what the community has to say I'll add some example to my comment. I found for a game I used to play and there are indeed quotes but they do tell about the content and show bits of it, and they do show real characters in action. This video is a bit more dynamic too and (sorry) a bit less pompous. I'm not saying this because I don't think you deserve your position at ANet, you probably know more than me about all this, but I know that these guys always make top notch videos and are always on point, so I figured I'd share.
  4. I believe you'd get more impact if you also talked about all the existing content. Numbers speak for themselves, more than quotes. Something like x dungeons (add fractals to the count maybe), y raids, z events, xy maps, xz story instances and so on. If you're showing me quotes from active players for a game I don't play I will likely ignore it, after all they're not playing a game they don't like. Obviously I'm not going to do all the hard work for you but I hope you get the idea.
  5. As the devs introduce more and more progression locked behind raids, such as the new ring, it makes sense to open the gates of raiding to people who have little interest in challenging raid content. I myself would raid more often with an easy mode. It's not that I can't do it right now, I just don't have unlimited time and would rather play something else and raids are too long. I'm just not terribly interested and invested in raiding, I find pvp and wvw more interesting due to the ever changing parameters and enemies. That being said, since raiders can come to wvw and take a slot to afk and flip a camp every 10 mins for our game mode's rewards, it would only be fair if I could do the same thing with raids. I'm mostly interested in raid weapon skins and magnetite shards, legendary insights aren't excessively appealing to me. As for the hard mode, why not, that being said, just don't turn GW2 into wow by putting too much emphasis on hardcore raiding.
  6. It is. Someone not hitting the boss regularly or not healing isn't contributing. The limits don't have to be high, but it very much is possible to detect some afk player.
  7. There's another option: removing the ability to kick entirely. Many games don't have one, but they do have a good anti AFK detection script. That way, unhappy/sad players get no option but to leave, which is probably better for the rest of the team anyway.
  8. I want a rifle, used as a shotgun with new animations and the "Inquisitor" elite spec, focused on support and tanking. Since the healing spec (firebrand) kind of failed to be anything but yet another dps spec, at least we could have that.
  9. Yeah some story instances are insanely long. I run a full dps build myself and have to confess that sometimes I was really staring at the clock and wish it ended already. I'm sorry your internet didn't let you finish one of these.
  10. Norn of course! It's probably the least fitting race lore-wise so it's rather funny. Also Norn mesmers are a rarity. The Norn storyline is also quite nice if you haven't experienced it so far.
  11. I too play WvW for fun mostly, I just wish I could get some meaningful character progression for it instead of getting almost all of it from the comparatively limited time i spend doing pve stuff. It's absolutely not trivial to get some gear and crafting mats from WvW. I have so many xp books that i trashed an entire stack not so long ago, and I'm not even counting the billions of useless transmutation stuff I'm getting all the damn time. Filling tracks with such junk is really trolling regular players. Yes, if you play WvW once a month, it may feel awesome, if not, then you just feel like you've been slapped in the face by the guys adding the rewards, and then you got to watch them doing high fives in their office. :) And that's ONE example of terrible stuff. We're absolutely not getting more than we think, as someone said. I know exactly what I'm getting, because I played like a bean counter this week and didn't deposit anything until I was done and ready to sort out inventory stuff. The results were not pleasing at all. Good day, bad days, it was just bad in the end. I'm also taking into account the semi useless currencies and the lack of long term sink for them.
  12. Yes you do. Spam fractal 10 for an hour, open the fractal loot boxes with the cheap keys, sell everything you get. The investment for doing fractals? lol. What's that? Agony is a minimal investment, and there's no requirements for T1. Also the exotic gear sold in WvW costs gold (and not a symbolic amount of it), that's really ridiculous.
  13. I want to address that too. Character progression is part of the fun for a lot of us. If you do not like rewards, there's a metric ton of free to play asian MMOs waiting for you. Because that's what WvW feels to me in terms of rewards right now. I do enjoy the game mode a lot, that's why I spend so much time in it, but I don't like how I'm treated as a thid-class citizen for playing that.What kind of argument is that? =)"I like the game as it is" "GO AND PLAY SOME OTHER GAME IF YOU LIKE THIS ONE!!" umm, ok.No, that was just putting things into perspective, if I mentioned the relative privation fallacy, nobody would know what it means.
  14. Except that you won't get much dev attention without higher player count. I mean what did we get for PoF? A single reward track, and not a good one. There's no imbalance. In PvE you get credit for tagging bosses and laying as a carpet on the ground for the rest of the fight. In WvW if you're not able to put up a fight you're not going to get anything at all, not even supposedly "easy" karma by capturing objectives, because the enemy team is going to look for you to loot your corpse. Of course if you're not able to achieve anything you can keep dreaming of seeing participation go up too. Yes. It's really infuriating to see that you get so many ascendant recipes and gear from facerolling T1 fractals and nearly nothing at all from the raid equivalent of PvP. The problem is, I do join zergs, I get kills, and even if you spend an entire evening completely demolishing the enemy train, you don't have much to show for it after the fight. Mostly worthless t5 mats like mithril or silk from salvaging the blue junk you get, and a couple of ectos if the salvage gods aren't trolling you. As a firebrand it's really trivial to tag 60% or more of the enemy train, and all I get for it is a worthless currency that has no desirable long-term sink (badges of honor) and some worthless junk. Mostly 16 copper trophies though. Where are the T6 mats? Where's the gold? Where are the currency sinks for T6 mats? I want to address that too. Character progression is part of the fun for a lot of us. If you do not like rewards, there's a metric ton of free to play asian MMOs waiting for you. Because that's what WvW feels to me in terms of rewards right now. I do enjoy the game mode a lot, that's why I spend so much time in it, but I don't like how I'm treated as a thid-class citizen for playing that.
  15. Maybe it was worse before. But then it's still not good enough, far from it. I made the math, if I spent all my WvW time chopping wood (so much skill, so much fun, right?) this summer I could probably afford one of the legendary weapons from the TP. Direct purchase, no crafting. Yet if I take a look at my bank tabs and currency wallet right now, I'm really, really far from it.
  16. I'm one of these players playing a bit of everything, but my single most played map is probably one of the WvW ones. When I compare the time spent in there vs what I get in PvE, I'm really wondering what's going on and what was the thought process leading to such awful rewards, so let's make a simple comparison of what I've experienced: Exotic gear: Dungeons, 30 minutes playing 2-3 paths of a dungeon (2 if you really take your time to teach the noobies who joined your team, 3 if it's just blazing through it) to get a single exotic. WvW: 8h for a single track. The badge of honor vendor does not count as it's often lacking a ton of relevant WvW stats like dire and costs quite a bit of gold (WTH?). So to get my dire gear well I farmed CoE for maybe 4 days instead of getting my WvW gear from WvW. Don't get me wrong, I like dungeons, but it still feel awfully wrong to do things that way. Gold. PvE: if you're farming for it with fractals, it's easy to make about 20g an hour, even with T1 fractals. Mats are abundant and so are trophies, especially if you open the loot boxes with fractal keys. After 3h of WvW, this is a good day if i'm walking away with 6-7g, and I'm not slacking at spawn, I'm killing quite a lot of players, capping things, getting ranks and loot bags. This is counting tier 6 participation rewards. Ascended gear: Well that's simple, I got 2 useless rings from WvW this month, and 3 fully crafted armor and weapons from Tequatl chests, ie a 10 mins encounter I do every day because rewards are so ridiculously high it would be silly to pass. I also get countless rings from fractals and dailies. Where's the consistency? Legendary gear. Raids: 4h a week, get your full set in 3 months. WvW: 4h a day, get your set in 6-8 months. I know it's not supposed to be given like candy but this is just adding insult to injuries at this point. I'm not saying WvW should be the ultimate way to earn every possible reward in the game, but it should at least be good for something, be it crafting mats, ascended or gold. Currently it's 5 to 16 times slower than PvE. The difference is just too huge. To avoid any potential toxicity, I'll just add that if you think that fighting people with a working, active brain is easier than fighting a script that is specifically made in order for you to win, you're probably wrong.
  17. Overall my initial experience is far better than the original HoT one. Event scaling is much more manageable and I can solo some stuff, that's nice. I like the new maps and I like mounts. Some NPCs are difficult, some aren't, it's fine the way it is. Three concerns: 1 - no new dungeons! 2 - griefing is a thing with the crazy aggro range of NPCs on all the new maps. People now pull crap into other player's aoes to steal events objectives or just to annoy them. 3 - small thing, but treasure maps take way too long to use and it's more profitable to do something else instead.
  18. WTF, is this really a thing? Are there really people who thought this would be a good idea? And this has been validated by design leads? LOL.
  19. That's not really possible, if you lose your connexion with the server it can't save any progress.
  20. I have a mesmer too, you have no idea how tanky mesmer "dps" spells and traits make you compared to heavy armour professions. Besides the CC is real with these adds. At one point I had 3 elites with the pull spell spawned in less than 10s (I suspect that me burning the boss with my best dps rotation didn't help), I didn't see them coming and they were trading my character like kids playing ball. Beyond the hilarious factor and the fact that I did it it's just completely overtuned compared to the rest of the content. Edit: not talking about the herald but about the robot. After that boss the rest of the story was extremely easy.
  21. So the new completely crazy aggro range of NPCs is causing issues in this story instance. Basically every time you engage a group of npcs, at least 2 others will join the fight, usually more. I don't mind some difficulty but obviously this isn't intended. The boss also spawning 30+ adds in less than a minute can't be intended either. Once again I don't mind a challenge, but the boss is already consuming a lot of survival resources (some heals and all the dodges) to avoid its mechanics, having 3+ elite soldiers pulling my character constantly and playing with it like it's a mere football ball is probably not intended either. I usually never die in story instances, not even in HoT, unless there are complicated mechanics to figure out, but this time, I had like 2 broken (as in: red) items at the end, and I'm definitely not the worst player in the game, far from it, so this mission probably needs to be looked at. I watched some youtube video of it and even vanilla necros are having a hard time with it so it's not just me.
  22. The one in lion's arch isn't really the most difficult, but I agree with the overall sentiment. I tried the jumping horror (won't call it "puzzle") in silverwaste lately and it was really the epitome of punishing frustrating design. There are platforms you need to jump on and of course there's no "save game" if you fail, and you will, because it requires pixel accuracy. Of course it doesn't help that Anet's current design philosophy is punishing = challenging = fun, but while the last two might be related, punishing is rarely fun. I'd rather have puzzles relying on smart use of game mechanics rather than falling on the right pixel or you're SOL and have to start over. What kind of game doesn't let you retry right where you failed? That's the kind of silly design i've not since since the 90s arcade-like console games and there's a very very good reason it's supposed to be gone forever.
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