Jump to content
  • Sign Up

Poormany.4507

Members
  • Posts

    687
  • Joined

  • Last visited

Everything posted by Poormany.4507

  1. Against this idea - class balance is already a huge issue and adding even more would just worsen that by a lot.
  2. ^ One reason I WOULD want to raid is I would like to enjoy the story. However, in raid groups you dont really get to enjoy the story or it takes so much time to organize etc that it just isnt possible to be on that long or I get hungry, tired, bored before things even get going and end up feeling like WOW I dont ever want to do THAT again. I actually think this is a good idea. That is I agree with both posts in that they are suggesting raids should be more enjoyable to people can experience the content. I mean, it really does seem like the worst possible use of development resources to put in so much time into content MOST of the player base (who pay for the game) NEVER see the content outside a youtube video. That is just shamefully bad design. I feel its bad design because they failed to make it accessible. Now they are trying to make strikes as a stepping stone, but I think your idea makes a hell of allot more sense. I think raids should be easier to run to the point that everyone can faceroll through them like OpenWorld, Stories, etc. THEN make shorter strikes that are hard and have many different hard strikes for those who want new hard content. It would use less resources to keep the more demanding players happy and would allow more of the player base to enjoy the fun and pretty content that is hidden behind the Wall that is raiding. TBH I think raids s it stands now was a large waste of resources and allot of delusional planning cause Im guessing Anet thought people would do them more which ignores how few people actually do T4s and CMs vs how many do fractals. Same thing. Fractals in general are accessible for average players to enjoy, but T4 and CM offers people more of a challenge. The difference is Strikes + Raids is BACKWARDS. Meaning, Raids should be the easy accessible content and Strikes should be the equivalent of T4s and CMs. You could have a variety of strikes with scaling difficulty or add instabilities as an option to raise the challenge even more. It seems like this kinda of change might actually give everyone more enjoyable content. That said, I'm sure some hard core raiding dudes will come tell me why this is wrong. edit: Also the time factor. Pretty much every time I have tried to raid it becomes allot of waiting around then when you finally get the "correct 10 players" someone has to leave, then another, and this can drag out all because of the complexity of what is required to basically enjoy some neat content. So after a few times of wasting an entire evening or day waiting with thumb up you know what, I personally lost interest in the idea of raiding because it takes a long time and isn't designed to be fun. Also I have legendary armor already so really the only reason I wanted to raid was to experience the content, but its locked up in this fiasco so I for the moment moved on and just don't bother cause it isn't worth it at present. From everything I've heard and read the raids in this game shouldn't be taking anyone 2 - 4 hours to complete, as far as I know, and someone can correct me if they want they're designed to be finished is a little as an hour(60 minutes and that isn't a speed run asfaik) up to 90 minutes(2 hours is pushing it from what I've heard through several sources). I'm not going to respond to the waiting around part because that sounds like you're trying to PUG it and that will take a lot of waiting around, best experience is through a guild that raids consistently or forming your own in-guild raid team. Obviously not everyone is going to experience the same thing, but I know that ArenaNet did not want the Raids in GW2 to be those long time commitments that you have in other MMO's. That being said, I still wouldn't do them even if they had a casual mode with reduced rewards, there's really no reason to do them for the story when I can just watch a video of the story/lore, that's the same as doing it myself only I didn't run through the content on my character. Your response is nothing but a side line. It doesn't actually address what is stated as the issue. It doesn't agree or disagree, yet attempts to dismiss what was said. What was said is basically, that most players don't and never will raid with the present raid system, yet most players WOULD like to experience the content and would enjoy it other than for all the reasons mentioned. Some posted suggestions I felt made sense. Specifically, I like the idea of making strikes much harder, and making raids much easier. I think its a stupid waste of resources for Anet to pour so much into Raid content when Most players will never use it. Rather, I think it would make allot more sense to have raid content much more accessible since its some of the best actual content in the game and is currently a waste. For those who want a good challenge, strikes seems like the logical format vs the raid content that presently takes up so much development and gives little to nothing for the average player.In other words, I see Anet using up so much development resources on raids that most players wont ever use a massive waste. I think should be obvious that this makes sense regardless of how long you think an experienced raid team takes. Its totally beside the point. I was just adding in why I myself don't raid. I don't raid because planning, prepping, training, and looking for 10 people of the right class, with the right gear, right build, right experience, ability to tie it all together and know all the mechanics IS SOMETHING MOST PLAYERS WILL NEVER DO SO ITS A WASTE OF RESOURCES! Again, that seems totally obvious and hard NOT to admit. Seems like you HAVE to be bias not to agree with that. I replied to someone that said they didn't have the time to Raid, that is what that specific reply was in reference to, nothing more...when someone is not telling the truth about something it makes sense to repute that statement, which is all I did. Saying they take to long is disingenuous at best, unless you only have 15 - 30 minutes to play...and I don't want people with families and spouses to start whining. I had those too, and I still made time to game because I needed to relax and get away from the real world, it wasn't that difficult to juggle parenting and being a spouse alongside long playing sessions every single night..and now I'm going off on a tangent. The assertion that raids take 15-30 is laughable. Nuff said. The overall point of what I have said was in support of what others suggested. Nothing more. Specifically, I was agreeing with the idea that since raids have allot of great content that the majority of the player base would enjoy if the average player felt Raiding was more accessible while ALSO acknowledging that many endgame players want more challenging content and more new content. Since Strikes are less complicated BUT CAN be very challenging (boneskinner) for raiders. I like the idea other players suggest. Specifically, that if raids where made easier more people could enjoy the content and maybe if strikes where made to fill the niche of highly challenging scalable content for demanding power gamer types that perhaps that would be a better balance and better use of resources. In other words, if raids where easy and strikes where hard, with challenge motes and instabilities as options for more challenge, the player base as a whole may gain much more from the same development time and efforts. Wouldn't that be nice!?! I dont expect everyone to agree with this and said as much. However, the idea that this is somehow illogical is, well..., illogical. ;) I disagree that making raids easier and strikes harder would help. I feel like that would just cause most of the players doing strikes to switch to raids, if they're made easy enough, and if not, just quit both entirely, wasting even more dev time and resources. Many, if not most, players already seem to struggle with apparently simple mechanics in strikes (Such as harpooning the boss in the most recent strike) and would almost certainly be uncomfortable doing any kind of advanced build/DPS/rotation type stuff needed for raids or more difficult strikes (I know I would be). I agree with the posters requesting a difficulty level system, in which the more difficult setting gives far better rewards, but casuals, such as myself, can still experience story and exploration content in the easier version. That way both hardcore and casual players get what they want, and no resources are wasted on content only a small minority of playerbase does (i.e. current raids).
  3. The Boneskinner footprints outside of Bangar's office do seem to point to Jormag having at least some kind of influence over Bangar. Even if it was just Jormag planting the idea of being tamable into Bangar to set the latter's plan to go to Jormag in action, which is what I suspect happened. I think the storm was just Jormag playing both Bangar and the PC to act synchronously according to its plans and be where Jormag wants them to be at the right time. I do think Jormag's carefully planned everything that's happened so far in the Saga, possibly even his Whisper getting killed to get Bangar and the PC at the same place at the same time.
  4. What's "dumb" is when people ignore both, the NPC who is shouting orders and their teammates who are desperately trying to provide guidance in chat. ;) Except it seems the vast majority of players don't use chat at all. So, ANet, how about forcefully turning on map, say, party, and squad chat in strike missions? Do not allow them to be turned off. Then, restore them to their original values when the character leaves the mission. That would allow all characters to know that their message at least got to the recipient.I turn chat off specifically to avoid getting spoiled during story missions, which this is. Got the ending of All or Nothing spoiled because some guy felt like yelling the ending out in map chat, and since then, I just decided to turn all chat off during my first playthrough of all story missions.
  5. Not a single NPC in the mission explains how the tank works past the initial pre-event, which can easily be missed by anyone playing through for the first time, as there are three others to do, so players who did not do it, don't really have a chance to "learn". Many, if not most players don't look at or do achievements, or look up guides the first time through playing a main story mission (which this clearly is). If it was a strike mission or raid unrelated to the main story, this advice would be valid as it would be expected for players to know what they're doing beforehand, but Visions of the Past is part of the main story and thus, largely played by those who do not look up the mission or its achievements beforehand so as not to get the plot spoiled. I did not feel like there was enough guidance during this mission and imo there should be a tutorial NPC or tooltips during the mission to explain the mechanics (those of the tank in particular).
  6. Biggest issue for me was that the tank mechanics were not explained at all to anyone who did not do the tank event at the beginning, so they have no clue how/if they can use it, myself included. I even tried talking to the tank NPC during the mission, hoping for some kind of instructions on how to use the tank, but nothing. I had no idea you could even enter the tank until halfway through the boss fight and had no idea what the ammo mechanics were through the whole mission. If you have a team in which nobody does the tank pre-event and just focuses on the other 3, it seems your'e pretty much out of luck on the boss. I think adding instructions to the tank NPC dialogue when talking to them would be sufficient to at least give players some basics on the tank mechanics.
  7. Very likely DSD next, since Cantha is the expac location, but I don't think we'll kill off Jormag yet in the Icebrood Saga. The Saga's partly done and we haven't even seen Jormag, much less begun fighting it directly, and killing him in the Saga would seem rushed. I think we'll either ally with Jormag against the DSD at the end of the Saga going into the expac, or put Jormag back to sleep (less likely, since that would be a repeat plotline of LWS3). I think Primordus, and maybe also Jormag, will get their own combined "Fire and Ice" expac or LW season/Saga after the Cantha Expac.
  8. Very likely DSD next, since Cantha is the expac location, but I don't think we'll kill off Jormag yet in the Icebrood Saga. The Saga's partly done and we haven't even seen Jormag, much less begun fighting it directly, and killing him in the Saga would seem rushed. I think we'll either ally with Jormag against the DSD at the end of the Saga going into the expac, or put Jormag back to sleep, which seems less likely, since that would be a repeat plotline of LWS3. I think Primordus, and maybe also Jormag, will get their own combined Fire and Ice expac or LW season/Saga after the Cantha Expac.
  9. Very likely DSD next, since Cantha is the expac location, but I don't think we'll kill off Jormag yet in the Icebrood Saga. The Saga's partly done and we haven't even seen Jormag, much less begun fighting it directly, and killing him in the Saga would seem rushed. I think we'll either ally with Jormag against the DSD at the end of the Saga going into the expac, or put Jormag back to sleep, which seems less likely, since that would be a repeat plotline of LWS3. I think Primordus, and maybe also Jormag, will get their own combined "Fire and Ice" expac or LW season/Saga after the Cantha Expac.
  10. Very likely DSD next, since Cantha is the expac location, but I don't think we'll kill off Jormag yet in the Icebrood Saga. The Saga's partly done and we haven't even seen Jormag, much less begun fighting it directly, and killing him in the Saga would seem rushed. I think we'll either ally with Jormag against the DSD at the end of the Saga going into the expac, or put Jormag back to sleep (less likely, since that would be a repeat plotline of LWS3). I think Primordus, and maybe also Jormag, will get their own combined "Fire and Ice" expac or LW season/Saga after the Cantha Expac.
  11. Very likely DSD next, since Cantha is the expac location, but I don't think we'll kill off Jormag yet in the Icebrood Saga. The Saga's partly done and we haven't even seen Jormag, much less begun fighting it directly, and killing him in the Saga would seem rushed. I think we'll either ally with Jormag against the DSD at the end of the Saga going into the expac, or put Jormag back to sleep (less likely, since that would be a repeat plotline of LWS3) I think Primordus, and maybe also Jormag, will get their own combined "Fire and Ice" expac or LW season/Saga after the Cantha Expac.
  12. Very likely DSD next, since Cantha is the expac location, but I don't think we'll kill off Jormag yet in the Icebrood Saga. The Saga's partly done and we haven't even seen Jormag, much less begun fighting it directly, and killing him in the Saga would seem rushed. I think we'll either ally with Jormag against the DSD at the end of the Saga going into the expac, or put Jormag back to sleep (less likely, since that would be a repeat plotline of LWS3). I think Primordus, and maybe also Jormag, will get their own combined "Fire and Ice" expac or LW season/Saga after the Cantha Expac.
  13. Very likely DSD next, since Cantha is the expac location, but I don't think we'll kill off Jormag yet in the Icebrood Saga. The Saga's partly done and we haven't even seen Jormag, much less begun fighting it directly, and killing him in the Saga would seem rushed. I think we'll either ally with Jormag against the DSD at the end of the Saga going into the expac, or put Jormag back to sleep (less likely, since that would be a repeat plotline of LWS3). I think Primordus, and maybe also Jormag, will get their own combined "Fire and Ice" expac or LW season/Saga after the Cantha Expac.
  14. Very likely DSD next, since Cantha is the expac location, but I don't think we'll kill off Jormag yet in the Icebrood Saga. The Saga's partly done and we haven't even seen Jormag, much less begun fighting it directly, and killing him in the Saga would seem rushed. I think we'll either ally with Jormag against the DSD at the end of the Saga going into the expac, or put Jormag back to sleep (less likely, since that would be a repeat plotline of LWS3). I think Primordus, and maybe also Jormag, will get their own combined "Fire and Ice" expac or LW season/Saga after the Cantha Expac.
  15. A Tengu city, the Dominion of Winds. It's closed off because the Tengu went isolationist to prevent conflicts with the other races.
  16. Unfortunately, I know in my guilds, and I've seen too frequently in end game open world content, Elementalists who never attunement swap, players who only use their weapon skills and they spam them on cool down (like a longbow Ranger who uses knock back without purpose), players who use abilities (and not just auto attack) on invulnerable foes, players who do not use skills while moving or do not dodge out of red circles, players who never weapon swap in combat, players who do not WP when dead because they do not realize reviving the dead in combat takes too long compared to reviving the downed, and players who do not realize rallying is often more efficient than reviving. I've often encounter a few of these mistakes in T4 daily fractals as well. Somehow people obtain full ascended gear without understanding their fundamental combat mechanics. I see some people thinking my suggestions would make the game more boring or easy, but no. Limitations would literally make the game marginally more challenging, but the game is already brain dead easy enough for auto attackers to get to expansion content and obtain max stat gear. Currently the game introduces all combat mechanics to players around level 30, and these concepts are only briefly introduce, never reintroduced/reinforced, and never guided with practice. The Central Tyrian experience is intended to be one big tutorial to prepare you for Orr, dungeons/FotM, and competitive modes as they try to provide tutorial tips in bouncy chests every time a character levels up. The problem is these players either gloss over the tutorial tips and never retain the information (because it's information without guided practice), or they just select their loot and never look at the tutorial tips.To me the problem doesn't seem to be players not knowing mechanics, just players not using them properly or at all. I don't think more tutorial instances would solve this problem, because as soon as players finish the required tutorials, there is still no need to use any of the mechanics you mentioned except if you're playing hardcore and maximizing DPS or raiding (a small minority of players). There will always be players in GW2 who just spam 1 and get away with it if possible. I don't think GW2 could or should solve this problem at this point as it would require an entirely different game and playerbase to accomplish. Maybe add small breakbar, etc. tutorials, similar to the existing dodge tutorial, to just let players know these mechanics exist, but anything more just seems like a waste of dev time and resources.
  17. Alone on first playthrough because I like taking my time and enjoying the story at my own pace, while many other like skipping story entirely. After that, I replay with others for achievements that are too difficult to get solo.
  18. That sounds very complicated for players, and creating all the new skill/ ability unlock restrictions would probably be extremely difficult, if not impossible, for Anet to do at this point in the game. The restrictions on skills seem like a very big annoyance to anyone leveling more than one character. and would just make people avoid lower level areas as much as possible or just level-80 boost past them entirely. I like their recent achievement approach to tutorials, and feel like adding onto those would be more effective, less resource and time consuming, and less restrictive to players.
  19. Likely:New Elite SpecsUnderwater combat revampTengu playable race- Maybe starting in the expansion areas, skipping all prior content, and getting a recap to avoid the mentioned issues Maybe:Luxon/Kurzick PvP maps with territory shifts (similar to FA and JQ in GW1 and/or the new open world territory system of the next Icebrood Saga episode)Boats/sailingPlayer housing system
  20. I would rather prefer selectable checkpoint nodes at the beginning of long story instances, where you could choose which point to start playing at after you have completed the episode. It's really annoying to have to sit through long dialogues repeatedly for one or two achievements that are difficult to get on the first try. Definitely not a priority, but would be a nice QoL feature to have in the future.
  21. no, you can't because the lobbies are empty and have been for years. The 24/7 dancing guy's still there... ;)
  22. Pretty sure the picture's of Cantha - If you open the animated gif in a separate tab it has Shing-Jea (GW1 Cantha starting area) in the url name and the aesthetics look very similar to the bells, particularly the Kirin bells, on Shing-Jea Island in GW1.
  23. Way too far in the future for anyone to know. Cantha's probably going to be released at least 1-2+ years later and it would be months after that until the next feature or "the End" is even announced. Also, we're not sure if Dominion of Winds (or any other Tengu focused content) won't be included in the Expac, so it may not be entirely human centered as PoF was.
  24. With the new expac reveal pretty much revealing Cantha as the next expac, what do people think it will mean for Jormag's story? It would seem really rushed if Jormag's killed off in less than a season, so I'm guessing his threat prediction may be true. What do y'all think? How will Jormag's story be transitioned into Cantha?
  25. I also think either Rytlock or Ryland is going to die by the end of the Saga. Rytlock seems more likely though, very sadly, because his story seems to be over with Kralk, as Almorra's was and I really don't think Ryland would die in <1 season after being given so much attention and character buildup during the season itself. The way I predict things going right now is: Bangar kills Rytlock, Ryland snaps out of his brainwashing and helps take down Bangar, and Ryland continues on with the Commander and DW to atone for his mistakes, while Crecia becomes the new Blood Legion Imperator. Another way I could see it go is Bangar and Ryland go directly to Jormag, one or both get icebrooded, and we have to kill one or both of them.
×
×
  • Create New...