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Zaklex.6308

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Everything posted by Zaklex.6308

  1. It was a bit of both. In-universe GvG is a continuation of the guild wars, but the governments of Tyria managed to shift the fighting from the mainland to small islands by banning guilds from owning land on the mainland. Which, if I remember correctly, mirrors the real development process where originally the plan was for guilds to own towns in Tyria like they can in Cantha and would fight over the PvE maps to gain control. That was dropped because it causes various problems, like conflict between PvE and PvP gameplay and the fact that a map designed for questing and exploration isn't necessarily a good PvP arena, and vice versa. So PvP was split out into dedicated arenas and guild hall islands, which are also designed as dedicated arenas. What Danikat says here is true, the name of the franchise predated the lore that was created for the game, including the Three Guild Wars that took place in the past. Arenanet had a different plan when they first started designing GW1, there is a trailer of sorts they created that shows just how very different, if you can find it. Hard to do these days, its almost lost to time. But the point remains that while the GW franchise wasn't named from GvG, it wasn't named for the Lore Guildwars either.Yes and no, it was named for the Lore more than it was for the in-game GvG, and that's taken directly from several developer quotes about the first game...well, if we want to get technical it's taken directly from quotes by the 3 original starting owners of GW, but most people forget that stuff today, and no, I'm not going to look them up for people.
  2. Yes, and stop worrying about what other people think of you, the only person who's opinion about you that matters is your own, the rest of the world's opinion isn't important enough to give one seconds notice. In simpler words, don't give a shit what others think.
  3. The fact that it is very likely going to be Cantha themed already answers your question. This in and of itself is a safe and boring choice. Who can blame them? Entertainment media companies these days rarely do anything original anymore. Why should features be unique and genre challenging when they can't even get out of the wayback machine plotwise. Here's to the next few years of going places we've already seen in GW1, more Star Wars and Marvel, and generally no new ideas. Hooray!! PLayer base: You never listen to us.Anet: WE're doing an expansion. WE're going to Cantha just as so many of you asked for.Playerbase: Cantha is boring why can't we go somewhere new. You might be bored with Cantha but plenty of people want to see what Cantha's like 250 years after the Ministry of Purity kicked out all the non-human races. To be fair, the entire playerbase did NOT want to see Cantha. There were plenty of posts in the forums about wanting to go somewhere else. By percentage, though, there are far more threads asking for Cantha. There was a Cantha thread that lasted for years. Sure I've seen some posts asking to go somewhere else, but the percentage was always for Cantha. That's being fair.Vayne, you have to admit yourself though that less than 10% of the people that even play the game post on the forums, so almost anything posted on here should be taken with a grain of salt when it comes to this kind of stuff as no one knows what the other 90% want...unless surveys are sent to 50% of the 90% and you get a 25% response rate, then you have some idea, otherwise it's still the minority leading the majority.
  4. ^ 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 didn't say they take 15 - 30 minutes, refer to the previous post where I said from what I've been told and heard they are designed to take anywhere from 1 Hour to 90 minutes, longer if you do all the lore things inside of them at the same time. That 15 - 30 minutes time frame was referring to how long a play session someone might be limited to. I don't care about Raids or Strikes, neither of those type of content interest me...I'm not the target audience, if I wanted to do Raids I would not want to do them at any other difficulty than what they were designed at...otherwise it might as well be just another open world zone as far as I'm concerned. I get that there's players that want to experience the content for themselves, but unless they reduce the rewards for an easier version then they shouldn't have tiered access. If you expect tiered access you had better expect to receive tiered rewards as well, do not expect to get the same rewards for easy mode as you get for normal mode or challenge mode. The SIDE stories that the Raids represent do not normally interest me, so much so I've never even watched Wooden Potatoes lore play through's where he covers all the lore tidbits inside. This is way off track from the OP's original post, which was stating that Strikes won't make him Raid, so be it, then he is not the target audience for Strike missions, just like I'm not part of that target audience, it's really that simple.
  5. Correction, it's not tied into the next Build Template update but the next update for Equipment Templates, those are two separate things aka they can update Equipment Templates without updating Build Templates.
  6. ^ 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.
  7. So they announced it includes the weapons as well...because from my initial impression the Legendary Armory only applied to the armors. To answer your query though, no, it doesn't make me want to get any Legendary item more so than before, I'm still not interested.
  8. I'd still be fine with it. It might change my desire for it once I realize how expensive or time consuming it would be to obtain it. I might grumble a bit, but I'd still be fine with how rare it is. Or it becomes my new long term goal to work toward. Maybe you have problems with things being rare if you want them, but don't assume everyone else does. Good for you, you're an outlier. I don't assume everybody since 100% is extremely rare but in this case my statement reflects the majority. We are talking artificial scarcity for pixels in a video game here. I maintain that rare titles make better long term goals than cosmetics. They allow the achievers to work for something they can display and be proud of without blocking other players for items that are a question of taste and personal preference. There is no reason to make skins that rare. I recognize my opinion on this is not shared by several of the forum users here. I'm just one of those people that will unequip my boots before paying more than two gold for an invisible skin.I think you're incorrect in the assessment that titles would be better for achievers than rare skins/items, for one, players can't see their own titles vs being able to see the skins/items they have. Secondly, having those rare skins/items available will drive some of the players base to try for them on a regular basis, and I think it's closer to 50/50 than a majority(which by the way is only 50.1%), and based on previous posts regarding rarity of items from those that post on the forums(which in itself is a minority of the player base) it runs closer to 50/50 than further away from it.
  9. I regret no Gem Store purchases because I have no regrets in life, nothing I ever buy is regrettable.
  10. If you think the mob density in HoT is to much then you must not have experienced the Orr zones at release, the mobs there were 3 to 4 times the number they are now, and the only reason is people complained, about a zone at the end of a story line that was literally right on the enemies door step, players should've expected that amount of mob density.
  11. Not only is that financially not feasible it's also impractical and not based on sound business practices.
  12. ^ 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.
  13. Not only the above is true, but even when HoT and PoF were released they didn't include the Prior LW episodes, but, and this is critical to understand; buy owning the appropriate expansion at the time any player could acquire access to LW episodes as they were released during a limited time frame for free, if you did not log in during that time frame you would still have to buy the episode at a later date as they are not technically included in the expansion(s).
  14. The closest I've gotten to an E-spec on any of my characters is unlocking it, sometimes completely, but that's it, I don't use them, mainly because I'm 1. to lazy, 2. play my core Ranger 95% of the time, and 3. I no longer partake of WvW(only played it the first year and half before the zergs took over when people actually played it like it was designed to be played) nor do I PvP anymore(never a big fan of it anyways, pretty sure less than 50 matches) and I only did low level Fractals(stopped playing those too) and Raids aren't my thing. So for almost all OW content and the stories core is sufficient.
  15. You need to take that poll in context, the vast majority of players do not post or ever visit the forums, it's only the passionate players that do, and those tend to be players that enjoy harder content(I'm not going to say casual or hard-core, that's a play style, not they type of content you enjoy as a casual player can enjoy hard-core content). So if I was you I'd take that survey with a grain of salt, the only survey I would ever put my money on is one done by ArenaNet that was sent to all currently active accounts and they received a 50% response to. Only then would have a more accurate representation of what the player base thought and wants.
  16. A simple toggle for every effect you have on your character and make it either on or off. AND THAT IS WHAT WE NEED YES! It shouldn't just be for your own character, you would need two toggles, one for your own character if you wanted to turn your own aura's off(though why get the aura's in the first place if you do that) and a second for all other characters. Personally the light show doesn't bother me in one bit, and I'm both light sensitive and have epilepsy(but not triggered by flashing lights). It's not my character, so to each his own I say.
  17. Not only is it not high on the priority list, I highly doubt it's on the priority list at all. Further more, give it 6 - 9 - 12 months after you've blocked someone and you can most likely unblock them as they've forgotten who the hell you are by then, unless they've continually stalked you the entire time, by which you should have had enough ammunition to have reported them dozens of times(or those "friends" of theirs they also have bother you). Personally, I'm highly tolerant of assholes, because I can be one myself, but also because once I find a way under their skin, I'll exploit it to the maximum(and it's always non-reportable methods that work best) besides the fact they almost never use the report mechanism themselves(why would they want to get the person they're harassing banned or suspended, then they've just deprived themselves of their "fun").
  18. Not only that but you then proceed to claim that it has always been single-player driven while every player who played back then knows that no one cared about the personal story at release. It was generally regarded as piecemeal and bad. The maps and the dynamic events made up the majority of your playtime. Even the dungeons were played far more than the story and while not massive, at least they were multiplayer. You mention some exceptions in LS1 but if you look at the releases of the game (https://wiki.guildwars2.com/wiki/Release): the focus on Living World as something that transpires on the open maps in a massive-multiplayer environment comprised the first two years of the game. It was generally massive-multiplayer events on the maps or event-instances of the maps. The stuff people actually cared about with LS1, like the Marionette events, was clear-cut MMO content. The stuff that made the game sell 3-4 million copies in the first few years was the dynamic events on the maps, world bosses and all PvP. That is what was marketed and sold. What has transpired after that can best be described as waves of failed attempts to draw in other audiences and hoping that their core audience won't abandon them. That's the trainwreck of failures that we have seen since even if it is true for most part that their core audience has proven loyal and resilient. Ed. In fact, arguably, even S2 was mostly run as an aside, setting up the expansion as a prelude with a new type of event maps and even HoT was initially more map-focused with the verticality and the new event maps - the more grindy kind of event map (with progression-end boss-reset) that you have mostly seen accompanying LS ever since. It wasn't really until later that the story of the LS started to take more focus than the event map that accompanied it. S3 had perhaps more a focus on the story with the maps being variably good or bad. That was in response to the specific part of your prior post talking about the story isn't working out for ArenaNet, yet the entire game has been story driven from the beginning and still is to this day, and most stories are single-player based. They also heavily pushed the Personal Story before and up to the games release, it wasn't just the Dynamic events, WvW, PvP and World Bosses...it was equal marketing of all 4 parts, not emphasizing one area over another. I'm pretty sure apart from Map Meta events or world bosses I've done most of the game in a solo mode, only with this latest episode(and Zaitan before the change) did I have to group with others to complete anything main story related. I don't consider the raids in this game main story related. As for LS1, I didn't even play it live because I was sick of it before it even released...can't tell you how but I'm pretty sure it's not that hard to figure out how I could've been sick of it before release, and I didn't like it either. Do you deny that with the exception of the Map Meta's, Dungeon's(at the start), Fractals and Raids everything else can be done solo, apart from those few(2) maps that require groups to complete. I can tell we're never going to agree so there's really no point in discussing this anymore...perhaps ArenaNet would've been better just following their design intent, what ever story they had outlined and not listened to any players at all, however anti-customer satisfying that would be.
  19. You play the content you like and let the rest of us play the content that we like, not everyone finds the same things as "FUN", everyone has their own fun factor, and for a majority (over 50%) of the player base, Open World PvE is fun for them. It's also less time consuming, allows you to hop in and out as often as you like and take breaks from playing for long periods of time and not get left behind. Perhaps you don't remember, but when this game first launched everyone complained about Orr being too difficult because of mob density, that you couldn't walk two feet without getting stunned, pulled, etc., etc.,...and 3 months or so after release they culled over 2/3's of the mobs there and made it trivial. I think if they had left the original mob count there it wouldn't have been so bad once people realized you actually had to play the game a bit to advance, but no, people wanted to be able to run through Zaitan's doorstep without having to fight your way there.
  20. The cost to make SAB never came out of ArenaNet's budget, it was always done on the devs PERSONAL time, it was literally a labor of love for those that made it.
  21. Let me stop you right there, do you even know what the actual true definition of an MMO is? I'm not sure everyone here understands it, and I'm talking the definition as defined in today's world, not as it was 10 - 20 years ago. To make it simple for those that don't get it, I'll break it down: M = Massive(that's an easy one); M = Multi-player, ala multiple players(not groups, just multiple players inhabiting the same world space); O = Online(again, that's easy). So, in essence it's really a huge game that allows hundreds if not thousands of people to play in the same world space alone OR with others. This whole game is basically been single player(s) on the same plane since the beginning with the Personal Stories(all single player instances up until Zaitan until it was redone as a single player instance), and they've continued that with the LS with the exceptions of some parts of LS1(which I skipped because I already didn't like it before release) and this latest Visions of the Past. Personal opinion is that people should start forgetting about rewards and find what's fun to play, just look for fun...and nothing else, but that's just me(and what I presume most single-player game players look for, at least in RPG's), if you're looking at the rewards, then you've already partially conditioned yourself to always look for the rewards in everything in life.
  22. The reason they don't make one for PoF is that almost no one does the metas there, even the bounties are rarely done now. Heart of Thorns has stood the test of time while people have mostly forgotten about Path of Fire beyond Dragonfall. Alot of it comes down to bad meta design in Crystal Desert, especially Serpent's Ire. In HoT you can constantly cycle between the metas on all four maps plus the occasional Silverwastes run and nothing like that exists for PoF, the metas are either too hard, too unrewarding, on random timers, limited to once per day or require mechanics that no one wants to bother with because its casual-not-casual. Heart of Thorns knew what it was, and stuck to it. PoF tried to be too many things, and failed at most of them. Correction to a portion of your post: the rewards are limited to once per day(for a select few), they're not however on random timers(though the wiki's Event Timer page is currently not working, probably something to do with the update). Unrewarding is selective and up to an individual to decide, there's also a "fun" factor, HoT meta's are slightly more fun that PoF meta's. There's also the fact that none of the PoF meta's are MAP wide, except for the Treasure Hunt in Desert Highlands, the others are all located in specific regions of their respective maps, the HoT ones basically encompass the entire map.
  23. I can't help but notice that composition included two healers, two support and six damage dealers with condition damage, that's the meta build composition for Raids. I also notice that their composition does have access to boon strip. In a sense it's a very good composition, where for one reason or another they used terrible stats and miss-matched weapons on, but the composition itself is meta as it covers all you'll need in a Raid fight. The "bad design" comment I made is about bosses in Raid wings requiring specific things, that others in the same wing do not. For an easy example, Vale Guardian requires boon strip, don't tell me you can kill Vale Guardian without a source of boon strip. However, Sabetha does not. If you build a composition specifically for Sabetha you don't need boon strip, but it's essential for Vale Guardian. For another easy example, Matthias requires projectile reflection, please don't tell me how doable the fight is without it. Slothasor and Trio do not require projectile reflection (projectile destruction is good though) Arenanet designs specifically for compositions, and the composition requirements change between bosses of the same wing. That's bad design and an actual problem. showing a composition that can cover EVERYTHING but with non-meta (or terrible) build/gear choices) isn't gonna change that. @Miellyn.6847 said: I can't help but notice that composition included two healers, two support and six damage dealers with condition damage, that's the meta build composition for Raids. I also notice that their composition does have access to boon strip. In a sense it's a very good composition, where for one reason or another they used terrible stats and miss-matched weapons on, but the composition itself is meta as it covers all you'll need in a Raid fight. The "bad design" comment I made is about bosses in Raid wings requiring specific things, that others in the same wing do not. For an easy example, Vale Guardian requires boon strip, don't tell me you can kill Vale Guardian without a source of boon strip. However, Sabetha does not. If you build a composition specifically for Sabetha you don't need boon strip, but it's essential for Vale Guardian. For another easy example, Matthias requires projectile reflection, please don't tell me how doable the fight is without it. Slothasor and Trio do not require projectile reflection (projectile destruction is good though) Arenanet designs specifically for compositions, and the composition requirements change between bosses of the same wing. That's bad design and an actual problem. showing a composition that can cover EVERYTHING but with non-meta (or terrible) build/gear choices) isn't gonna change that. Reflection is a bad example. There are 3 classes that can't reflect at all or have too high cooldowns. That is Thief, Revenant and Necromancer. Unless you run a raid with only those 3 classes you have the ability to adapt your build for Matthias. Yes not all of those are optimal but they work. Boon remove is an even worse example as you can slot in 2-3 Sigils of Nullification and you are good to go. Deimos would have been a better example as beginner need a different gear setup to do the hand kiting. @RaidsAreEasyAF.8652 said: You actually dont need to consider specific classes for VG. If you want you can take a Superior Sigil of Nullification.Its really not that bad of a choice if you need a boonstrip. Slap it on a DPS on you miss out on 3% damage. As for reflect, 7 out of 9 classes have access to that. If you ever run a raid that only consist of renegades and necros you run into a problem, but otherwise you are covered for that. Its still stupid and not effective depending on the class but still, It does work with proper builds. And tbh. i think those are the only raids where you have to bring something specific. Now you've finally reached the real reason that the vast majority of the player base won't do Raids in GW2. Can we all agree that the majority(by majority I mean over 50%) of the player base is that which does open world through auto-attack with sub-optimal gear and skill? If we can agree on that, then not being able to bring their PvE build and walk through a Raid is the biggest reason they'll never try them, even with adding Strikes to try and draw them in. Just another example of a raid characteristic that doesn't appeal to the original adopters of the game. Not sure why it's such an afront to people to accept that, other than not willing to face the reality that raids were never going to be sustainably successful content in the game to begin with. Because the argument is based on a faulty premise (just my two cents here :) ) For example the dungeon community is also part of the original adopters and part of those enjoyed switching builds. The game is made in such a way swapping builds is expectedYou may have not noticed that I said my point was only valid if we could agree on the fact that the majority is over 50% of players, based on that assumption it leaves a lot of room for other types of play styles, including those that like to swap builds(which by the way was not the expected behavior, hence no build templates at launch). Also, your example of the dungeon community isn't really a strong one as those could easily be beaten with a single build and were easily cheesed so that you didn't have to bother with the trash mobs(a failure on ArenaNets part, imo). I also disagree with premise that Raids once introduced to GW2 were never going to be a sustainable content, all content is sustainable, if intent is properly communicated to the community that plays that content. Unfortunately that community got spoiled with the early release schedule based on the fast the first 3 Wings were practically ready to go at the launch of HoT, had they bothered to tell the community from the get go that in the future they could expect one to two releases per year, POSSIBLY, then expectations wouldn't have been unrealistic.
  24. Then you are not the target audience, and neither am I, but I won't bother posting about it because if I'm not the target audience they won't care.
  25. I selected one section for you to read what you wrote again...that's what they want, they don't want unique classes, then anyone can play anything and each class can do everything...that was the original intent, there wasn't supposed to be any specialization, yet people screamed for it and they came out with E-specs.
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