Jump to content
  • Sign Up

Aphandra.9672

Members
  • Posts

    17
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Aphandra.9672's Achievements

  1. This, at least in spirit of the question it answers (new players catching up). One trick is, which I luckily found (back then), crafted gear is actually one of the more expensive options. My 80 is using a berserker set, Nika's I think. Searching by stats is the way to go. It was a bit pricier back then, but still maybe 20g for the full set. Accessories were super cheap later. Collecting appearances or trying to be self-sufficient while pursuing 500 in crafting is another story.
  2. Hello there! Now you heard of one. I didn't manage the last mission of Season 2, maybe not the last, anyway, the fight with the dragon where I need to run around like a madman to extinguish fires, do something with blobs and also fight the dragon. I managed to perpetuate the fight, however I didn't manage to clean it up so that I could actually finish / progress the boss. Got minor help from a helpful random and it was sort of a walk in the park. Not entirely, but. Core ranger, a wee bit below exotic gear, or so. I don't know whether I could have changed things - I was spending points in druid, so unlikely I guess? - but it's my preferred playstyle anyway. And, as for the context of the topic, I'm likely below "average", I'm super casual. Play in bursts, now I didn't since about the expansion launch. I like to fiddle around but I tend to shy away from commitments - and I'm just about to do Ascalonian Catacombs story mode. The scar is actually from another game where you'd have random daily quest chains and if you don't do those two hours in one sit, you get nothing. Technically, I'm a bit demotivated as I'm a bit stuck earning my first Ascended set, which I'd like to craft, but the materials are a bit scarce, or my gold earnings are, anyway. I could possibly sell more from my material bank but I don't know what I won't need. Also not that fond of the daily stuff for two gold. I also have other games mixed with my hobby, I love photographing and screenshotting and I miss a free camera in this game.
  3. My little perspective - I understand the p2w element some people describe, and that the game should offer new specs, and they are hard to balance, and loyal players want something new, and... However, what if I like how a core spec plays? Is it a sin to just enjoy being an archer (core ranger) or mage (core elementalist)? I most usually played archer in all RPGs until a few years ago I started the sparkling classes as well. I don't know whether you're talking about 2-5% clear speed or burst vs sustain stuff, but normally core builds are rated rather low on build sites so I assume otherwise. This post is not about me, there is virtually zero chance I'll ever get near anything serious in this game, it's about the concept. And being able to stick to a spec while exploring, hunting, playing the story.
  4. I kinda like the innocent nature of the game, going by the feel, is it going well, or not so much. It also allows classes to be balanced differently from each having X dps. Was the downfall of WoW versatility as well. Some classes may rely on sustain, CC, kiting, god forbid supporting conditions, while others on raw burst. Of course, in a raid, throughput is the king, queen and prince together. Then again, I sometimes wish to know where I am on the scale between good and bad. So that when it matters, I know, how. Back in 2009 I used target dummies to try and improve my rotation, stats, etc. To be specific, I couldn't do the last fight of Season 2. Was I bad? My gear? Both, neither, is it supposed to be social? I can never know. I can just argue either way given the abundance of mechanics.
  5. It's a nice carrot for some people. I think the major selling point is the frequent dings, level ups, item upgrades. Also to relive things as they were back in the day. As for the economy, it's in a bit of a funny state. Most items are super cheap, obviously accessible to everyone. And then valuable items are really expensive, as people have access to significant gold. While my daily income is 2 gold plus a tiny bit minus kit prices. Also can't do every day due to locked maps. I guess it might change once I'm very much established. I don't want the change but having seen the journey of WoW Classic, fresh economy is different as nobody has the gold but everyone needs everything.
  6. I'm not sure how much, but I wanted to ask and it's maybe related. I have some control issues (hah). Normally I'd select a target directly or with an ability, and then I'd expect it to stick. But occasionally I lose the target, so my auto-attack stops. It even happens when I simply stand still, but more often when I look around with either mouse button. I'm at a complete loss why is it unreliable. There are a few fancy examples like a burrowing target, but it's nothing like that - although it's possible that something causes creatures to pop out momentarily, force losing targets. A similar case, I press 1, it throws an axe, and in a couple tenths of a second I don't have a target again. Even with the target being right in front of me. Completely game / control specific, I have no issues in other games whatsoever. The only workaround is what I've seen from some person, literally put a brick on button 1. The looking around issue literally doesn't happen to me, except earlier - the culprits are indeed either a worn button (interrupted clicking) or body hair stuck in the sensor area (jumpy mouse) possibly combined with inappropriate surface.
  7. On my end it's white background. The applied rules are clearly half-good: it's specifically for the dark scheme, however the image reference is the same for the two rules. Manually disabling both image-source styles kind of solves it, except being a bit too flat design for me. [data-scheme="dark"] { --post-header--background-color: transparent; --post-header--background-image: url('//content.invisioncic.com/a311129/set_resources_3/6d538d11ecfced46f459ee300b5e80ec_post-header.png'); } :root { --post-header--background-color: #ccc; --post-header--background-image: url('//content.invisioncic.com/a311129/set_resources_3/6d538d11ecfced46f459ee300b5e80ec_post-header.png'); --post-header--color: rgb(var(--theme-text_dark));
  8. I'm playing one of the MOBAs. It used to have separate solo and team queue. The latter was really troubled, so eventually they got merged into a single ranked mode. Ever since it's considered a joke. Not terrible, but random. There are regular threads to ban parties from ranked. The problem with premades is that you don't know how much synergy they have. The game can have statistics about how better a winrate teams have compared to solos, and then adjust MMR accordingly. Still, you could queue up a friend without any coordination, or you can go tryhard, go on Discord, adapt to each other's style, and of course fix hero combinations. On top of that, mentioned here earlier, teams may have varying skills, but on top of that, each hero carries differently; a platinum on a healer can't carry his silver friend, while said platinum on an abuse hero can single handedly 1v5 repeatedly and offset his friend being a liability. Well, not that bad, but you get the point. And in order to avoid boosts, on top of the existing team penalty said silver will also be considered plat for MM purposes. So again, if they aren't actually Master smurfs, they'll not have fun. I refuse to party up. Did some, lost most, people got angry, no thanks. Hence, what happened, is that coordinated teams still stomp badly (especially in quick match) while friendly casuals get stomped due to the MMR penalty. The best thing a game can do is stability. You may not like the inability to play with friends, but it's clear you can't and I suppose most enjoy it for its fairness. Flip it around, and virtually everybody currently playing it will be unhappy, while a few people might return or pick it up.
  9. It's funny, because it's very unintuitive. Just after commenting about it as a bug, I finally managed to get the color buff and the fragile at the same time. Not the immunity. The purpose of the buff isn't immunity, in contrast to earlier steps, but to remove the knockback. A critical element of execution is running around to spread the damage areas so that you actually have a chance of picking up fragility reliably quick.
  10. I agree and for me this is the main point. I'm hypercasual but even for me it wasn't a problem to kit my main in exotics at 1 gold apiece. Just a few completed dailies. Any premium on top of that price is just the skin (I guess). Cheaper than crafting. I don't know whether there is a market for exotics beside equipping, but reducing demand may need reducing the supply as well. If I'm not alone using exotics even for LS2 (Dry Top, Silverwastes) then slowing the process down could clumsify accessing this content. New players would have to wait for a few cycles (months) of daily logins, or rely entirely on gold. Isn't that a game design thing? I'm supposed to dodge everything, however there are dps checks so ultimately all I am being suggested is Berserker, or the condition variant. I'm a bit surprised not even elementalist uses Celestial.
  11. It's the same where I live, a typical income is 20-40% of that of the Western World (and I'm still in the EU), and that includes my profession. Also our currency is gradually devalued, but I'm unfair here, you just need 5-10% yearly salary increase to keep afloat, that's all. Some stores have regional pricing, but specifically my country is never affected. For comparison's sake, HBO Go or Youtube Premium cost about 40-50% of their US price. Which is still a bit disproportional, but I call it fair. It just means I'm less encouraged to buy gems. Still worth it, actually, as my gold earnings aren't exactly stellar.
  12. I recall it took 2-4 years of character inactivity in WoW for a name to become free. Even then, it just becomes open to be claimed. Upon returning, you just need to change a tiny thing and you're good to go. This is typically a non-issue for games with a shorter lifespan. Several challenges are created by longevity. So what if somebody created a character John in 2013, played 2 hours and never logged in since. I never had an issue coming up with an alteration for new names, however it's clumsy when it's a name I used elsewhere. If an active player has it, okay, but on principle it would be annoying if it would be a character dormant since 2012.
  13. I chose the Ranger and Elementalist as my two initial / main classes because I like the archer and wizard fantasies and playstyles. Even the name, it's not even "hunter", it's range-r. Point is, how many actually like druid and soulbeast as opposed how many have to play it to feel appropriate. I didn't recognize anything but longbow rangers in the outside world yet. Of course, if core ranger is / will be completely fine and accepted (downplay from "wanted"), it's fine with me to have additional specialisations I don't really touch. Four playstyles, pick your poison. ... Okay, the problem is the interaction design, people don't heal health bars but cast area of effect with a small radius so absolutely everyone must play melee and clump up while providing same utility. Gotcha. (Hyperbole. But I suspect this might be a factor both in design and execution.) Guns would make sense as... you know the incoming pun, I don't have to write it.
  14. As I understand once you hit a cap, you cannot earn more experience and it's supposed to push you hard to stop wasting your time. It's sort of a good thing, but in the wrong place. Whether that wasted XP is good or bad is opinionated. If I'm a new player (character) doing my story, I'm living in 2013 and there are no masteries. Sure I'm losing out compared to the optimum, could even argue that once my main gets to an expansion I'm not even self-spoiling, but it's 2013 so I'm not losing anything compared to players back then. As there are characters running around with 300+ "yellow levels" I don't suppose it's critical losing a few. (Just arguments that this doesn't need to be #1 priority for every player / character.) I landed here getting level 23 and I can't make Specializations toast go away - that's at the top. Maybe this one should, too, albeit it's there due to the level indicator. The X dismissing them until character switch would suffice.
  15. Personal opinion. GW2 development might be a little slow. But maybe it's the optimum: there is occasionally new content that makes you return or try out a new specialisation, while there isn't too much content to overwhelm (new players). The way I read the OP is "I like the game and I would love more". Sensible. The alternative is looking for other, similar games and getting new experiences. I've spent too much time in the WoW bubble and regret it. I wouldn't want a monthly fee. Sure, it hooks you to a game due to fear of wasting your money, but that's a recipe for burnout. Plus I've spent about 225€ on this game, which is still cheap compared to what WoW costs (or simulator DLCs), but a fairly big chunk compared to single player games with a similar feel (Skyrim, Witcher...).
×
×
  • Create New...