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Rogue.8235

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Posts posted by Rogue.8235

  1. 6 hours ago, Sarius.9285 said:

    but it 100% won't

    Honestly, this is never good advice.  Nothing is ever 100%, especially given the legal context of this topic.

    I understand the colloquialism, in that it is seemingly harmless, but it's still a violation.  It's honestly not worth the risk, especially given the time-investment of the things the OP is asking about.  That's a large portion of the game.

     

    • Like 4
  2. 4 hours ago, koop.3879 said:

     

    Thanks for the tip! I thought mesmer was too squishy and the type of game play was difficult for high ping users? I remeber there was a lot of moving around and blink usage which was difficult for high ping?

     

    If you use a two-handed weapon and have no buffs to differentiate you from your clones, the occasional "just stand and auto" trick will work against less experienced players.  Given the inherent volatility of high ping, your moments of acting like a clone will probably be random, making it even harder for less experienced players.  People are looking for the mesmer acting like a human, not a clone.

    Note, I say less experienced players.  Experienced players will have you marked, so this won't work unless you can also force a de-target.

    Just food for thought as you play the game.

     

    • Like 1
  3. Uniquely unbothered by any repetition of sound in video games.  They're how I'm able to play games at all.  Consistency also helps with quickly identifying what is happening, allowing for faster reaction time.

    I completely understand if I'm the only one that's never bothered by repetitive noise.  Even repetitive NPC dialogue is helpful to me, making it easier to identify where exactly I am.

     

    • Like 3
  4. 1 hour ago, VanDBellen.4913 said:

    Thank you for the answers! I think legendary armor will be the way to go then. Achievements are neat, but also very chaotic in a way. The game really wants you to make your own goals. Anyways, thank you, especially Rogue.8235 for the long text!

     

    no problem

    Another note, you can probably break down legendary crafting into bite sized chunks.  I use the wiki exclusively, but other player's will probably suggest other tools to organize and chart your long-term journey of getting a full legendary armory.

    The first one that should be easiest to get is the legendary amulet for completing the Living World Return meta achievement

    Personally, I find the PvP legendaries easier to get.  There's also WvW legendaries as well.

    Good luck, have fun!

     

    • Like 1
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  5. A full legendary armory may be the goal you're looking for.  It might be extreme for you, so not sure.  

    You seem to like quantifiable, vertical progression, which is why I suggested legendaries.  It's the top stats, like ascended gear, with the added bonus of being able to use any stat combination.  

    Personally, I prefer open-ended content where I can be spontaneous.  I can understand the desire for quantifiable goals, though.  Do you have full ascended for every character, and every build on every character?  That could be an interim goal before a full legendary armory.

    I'm also assuming you have every mount unlocked.  That's a measurable goal taht is definitely felt in gameplay.

    As for vertical progression in the game, the vertical progression of GW2 is actually the skill of the players, themselves.  I understand that player skill is far more abstract and harder to measure than stats, but if there's a way to quantify it for you that may help.  I know some will suggest DPS meters, but that is only a fraction of player skill. 

     

    tl;dr All I can think to suggest for now is a full legendary armory.  That's all 3 legendary armor weights, full legendary trinkets, at least one of every legendary weapon, and full sets of legendary runes and legendary sigils.

     

    • Like 19
    • Thanks 2
    • Confused 1
  6. 15 minutes ago, Chyro.1462 said:

     

    Skritt A: Oooh rare Shiny!

    Skritt B: Oooh same Shiny!

    Both: ....

    Both: ...... just common trash.

     

    Yeah, Skritt aren't really like that. But guess people sometimes are ^^
    They want the Rare and Super Secret Rare things that nobody else has.. and not the commons and uncommons.

     

    This actually makes everything comprehensible.  

    Oh, and, umm.... you gonna keep that shiny?  I'll trade ya.

     

  7. Combat-Oriented Zones Designed for Player-Versus-Player Combat Located in Random Spots of Tyria for the Convenience of Players, Separate From the Distinct Player-Versus-Player Maps for Unranked and Ranked Matches, Unequivical to World-Versus-World Maps, and a Departure From Player-Versus-Environment Combat-Oriented Maps Wherein Players Fight Other Players Rather Than Scripted Non-Player Characters, and Now Marketing is Telling Us This Name Is Way Too Long.

    Or COZDPVPCLRSTCP,SFDPVPMURM,UWVWM,DFPVECOMWPFOPRTSNPC,NMiTUTNIWTL for short.

     

    I'll keep thinking...

     

    • Haha 2
  8. I crafted The Ascension (PvP) and am now, kinda, maybe, sort of working on Incinerator/Bolt/PvP armor.

    I don't really work towards legendaries as a primary goal.  It's more a background thing until "oh, hey, I have the stuff to make the legendary."  That's how Ascension got crafted, I realized I had everything I needed.

     

     

    • Like 2
  9. Count my vote for having something to collate all the gem store teleportation devices into a single item.  There are many I would get, but don't due to the required inventory space.  Right now, I have the Elon, Mist Sanctuary, and Royale terrace passes.  At times, I regret having all 3 as I would prefer to use the shared inventory slots for other things, but then I get the sunk cost fallacy mindset where I feel I have to put every pass into a shared inventory slot to maximize the value out of them.

    Just my two copper.

     

    • Thanks 1
  10. 20 hours ago, Silent.6137 said:

    Although this is just from forum frequenters, this poll suggest that about 70% think the quest is fine or not hard enough. This is a reflections of the playerbase as a whole even if you would to take a certain percentage to account for the margin of errors.

     The problem with forum polls is that there is inherent bias of the statistical sample.  Thus, forum polls cannot be extrapolated to the general population.  The most obvious bias is that forum polls are completed by people who post on the forum.  The demographics, preferences, and behavioral demographics of the forum population is not necessarily the same as the general population.  

    When reviewing statistics, sample randomization is the first thing that must be critically assessed.

     

    As for the topic on hand, I see no problem with the skyscale acquisition.  I started working  on it a bit, and got it without focusing on getting it.  Not sure how long it took, but I wasn't worried about that.  I think the skyscale is only perceived as a problem when a player attempts to get the skyscale within a few days.

     

    • Like 2
  11. On 12/5/2022 at 5:57 AM, costepj.5120 said:

    Nor have there been any official statements regarding legendary weapons being added to the daily login rewards, so I guess we can still hope eh?

    I KNEW IT!  Everything on the forum is true, so thi-

    On 12/5/2022 at 8:29 AM, The Greyhawk.9107 said:

    Ah, so Legendary weapons as login rewards confirmed!🤣

    😔 ... beat me to it...

    *shakes tiny fist*

     

    • Haha 2
  12. On 12/5/2022 at 12:37 PM, Cyninja.2954 said:

    The main issue here is, if you incorporated this advanced juggling, you almost completely trivialize the necessity for acquiring multiple weapons in the first place. This counts double for 2handed weapons.

    Not sure about this.  It would affect raids, but all other content benefits from having 2 different weapon skill bars.  Also, weapon skills share cooldowns, right?  So a warrior swapping from greatsword to greatsword doesn't get a set of 5 skills off cooldown.  The skill disparity is an opportunity cost.  As well, there is plenty of content that benefits from having two distinct weapon skill bars for added flexibility or combo'ing.  

    I'm pretty sure swapping to the same weapon doesn't refresh cooldowns.  I've never tried equipping two of the same weapon set before.

    Implementing this idea would affect the economy, though.  By how much, I'm not sure.

     

  13. 29 minutes ago, Khisanth.2948 said:

    That doesn't match the evidence.

    The sink is for crafting materials not crafted items. That is especially true  for weapons and armor. Consumable things are slightly better because there is the salvage stack option. If they wanted to make it a sink for crafted item then they would have added "Salvage All .." options for the research kit.

    It looks like they are trying to keep crafting materials relevant as a reward even as crafted items stops being relevant as a source for gear due to VB vendor, WvW rewards, PvP rewards, strike vendor, and maybe raid vendor. If they wanted  to increased demand for crafted items then they need to lower the price of crafted items to make them price competitive with those other sources. Propping up their prices would have the opposite effect. If I buy a crafted Diviner's Emblazoned Boots it would cost 10g+, why would I do instead of paying 1g and 500 airship parts?

    Fiar.  What I was going off of is the question, what are crafted items actually used for?  There are many alternatives for getting equipment for a build, and there is still a lot of crafted items because people need to level up crafting disciplines.  There are niche stats that are better acquired from crafting (I think), but overall, crafted items don't seem to have a large demand.

    As for the relevancy of crafting materials, there are many systems in place that already require the use of crafting materials, outside of crafting items while leveling a discipline.  I was thinking more that the finished goods, not the raw materials, are lacking demand.

    33 minutes ago, Khisanth.2948 said:

    That certainly is a shortcoming of the crafting system. If you have all the materials for crafting 1000 of an item then you should be able to just craft 1000 of that item without also having to deal with the components.

    This is definitely something ArenaNet should look at.  As I stated earlier, there doesn't seem to be a feeling of value added for research notes.  One thing diminishing the feeling of added value is the time consumption to craft items to salvage for research notes.  I just think that if research notes "felt" more valuable, there wouldn't be a problem.  I'm raising this because the general sense I get from forum posters is that it seems wasteful to get research notes, rather than valuable.  

    Am I reading this correctly?

     

  14. 2 minutes ago, DexterousGecko.6328 said:

    How many hours do you have in the game to get to the point where you go through the entire story and not take any damage? And what percentage of players do you suppose can do the same?

    I have about 3k hours played since pre-launch.  One of the first, and hardest, things I learned about GW2 combat is that it's not like Baldur's Gate, Neverwinter Nights, GW1,, or most any other MMORPG's at the time.  It's action-oriented,. skill-based combat.  Meaning, you have to constantly move and time your attacks and active defenses as the situation changes.  I'm a very casual player, but I'm able to learn encounters and use my skills, and any introduced mechanics, as needed.  The times that I die are because I either messed up my skill/dodge usage, or in the case of story bosses, I didn't utilize the special mechanic of the fight properly.

    That you can move and attack simultaneously indicates that this isn't a combat system where two combatants just stand there bashing each other until someone wins.  

    It doesn't take long to be able to play to the advantages of the combat system if you actually adapt your playstyle to the game, rather than relying on habits that are suited for other games.  I don't play other MMORPGs the way I play GW2.  Actually, I play each of my games differently, according to the specific mechanics of each game, because they're different.

     

    1 hour ago, Killthehealersffs.8940 said:

    In the ideal scenario , people should avoid everything like in PvP.

    From the beginning of the game, in the starter areas, you are introduced to slow, highly telegraphed attacks that are easy to avoid simply by moving (WASD).  Throughout the game, mechanical difficulty increases wherein you have to use dodges and, later, defensive skills.  Damage avoidance has always been a fundamental skill in this game, which is why a lot of players struggled during the betas and pre-launch.  It was new to them (and me), until the player base figured out that dodging was key.

    1 hour ago, Killthehealersffs.8940 said:

    In the real world  , people will prefer to build as tanky as posible and chip away the hp of the mobs .

    I'm sure some do, like yourself.  However, I don't know if there is such a significant number of players in the game that prefer defensive stats over all other ways to gear/trait/skill for combat.  It's a massive stretch to imply that such a sizable portion of the player base shares your mindset that defensive stats are preferable to all other methods of gameplay.

    1 hour ago, Killthehealersffs.8940 said:

    Some "people on the forums" believe that by introducing hard OW events , magicly people will use LI + BERSKEKER specs ... ofc this is how it happens ...

    I have no idea what "LI" builds are.  Berserker stats is not necessarily the best way to play the game.  I use all sorts of other stat combinations specific to each build I play.  I craft my own builds (at least 3 per profession) and use stat combinations that I, personally, believe to be the best for that particular build.  That you are propping up berserker stats, then arguing it's deficiencies is, by definition, a strawman argument.

    I never said everyone must use berserker stats.  Only that active damage mitigation is how the combat system is designed.  It's not problematic to play the game as designed.

    1 hour ago, Killthehealersffs.8940 said:

    "Some other" will benefit from hardmode OW in order to take a monopoly and sell the loot if people  cannot do it .

    I'm not sure where you're going here.  I'm simply stating that the game is designed to be played actively, with active damage mitigation and active damage avoidance.  Nothing about a hardcore mode.  These are fundamental basics of the GW2 combat system.

    1 hour ago, Killthehealersffs.8940 said:

    Casuals didnt  problem with the mechanics of Soo-Won (wanted less -15% hp) , in reverse they learned new mechanics (wisp) . As long as people avoid content (Triple Trouble-Soo Won) , people will not learn new mechanics . Thy will need more content /more time  to improve (lets say 6 more years ?)

    The thing about mechanics that are specific to a single fight is that they aren't required knowledge elsewhere in the game.  Because of the active combat system, GW2 must inject new mechanics to make a fight difficult, requiring players to skillfully adapt to new and changing circumstances.  This isn't an MMO where you simply get bigger stats to defeat new "challenging" content.  Rather than increasing numbers, difficulty scales with actual skillful use of active mechanics.  

    1 hour ago, Killthehealersffs.8940 said:

    I mean, uga booga uga (cannot think , because i havent cleared the hardest boss 😛)

    I have honestly felt like this before when I'm unable to identify what I'm doing wrong in a particular fight.  What I do is just go into the fight, knowing I'm going to lose, and only pay attention to the mechanics being employed.  It's a slow process, but a methodical one, full of thoughts like "djkla;hsjkoahgrhawigop23905t7awhg"

    It's not a bad thing to feel negative emotions, those things happen from time to time.

     

    • Haha 1
  15. 5 hours ago, Killthehealersffs.8940 said:

    c) Increase the dificulty of the open world like HoT , forcing people to use Knights/Celectial gear

     

    Here's a fundamental misunderstanding of the game.  Passive defensive stats are not necessary.  Balanced traits and skills are, because active defenses, such as evades, blocks, blinds, invulnerabilities, instantaneous or near-instantaneous mobility skills, barriers, and general movement repositioning are how you defend in this game.  That you still think defensive stats are the key to being survivable in this game, 10 years into the game's life, shows you still don't quite get the fundamental concepts of this game's combat system.

    The major goal of combat in this game is to not be damaged at all.  Rather than using all the offensive traits and skills you can squeeze into your build, you must balance it with defensive traits and active defenses.  Defensive stats only work if you take damage, which shouldn't happen in the first place.

    It is possible to play story, open world (including champions, bounties, etc., without taking any damage in fights.    Your base stats are enough to take the occasional hit, and if you get one-shot you really messed up.  I can regularly do this on my thief, warrior, guardian, necromancer, mesmer, and engineer.  Still mastering the other professions.

     

    • Like 2
    • Haha 1
  16. 6 hours ago, Astralporing.1957 said:

    Globs of dark matter are far less an issue, because they are obtained incidentally as a result of normal salvaging. You don't have to give up on normal salvage results in order to get those. Eventually you would be swimming in them even if you're not interested and do not aim to get them. I'd say Balls of Dark Energy would be a better comparison, because salvaging ascended weapons and armor doesn't really give you anything of value (and ascended salvage kits aren't exactly cheap, which means salvaging weapons and armor usually results in a net loss). But if you want to compare the system to something in the past, the best comparison would be provisioner tokens. And that system has not been liked by practically anyone i know. Even after the changes that made it a bit more bearable by being able to buy tokens directly for some mats, instead of for specific weapons/armor you crafted (or bought) only for that purpose.

    Research Notes is a result of Anet learning from the Provisioner Token system, and applying all the bad points of it to a new design.

     

    Definitely see your comparisons here.  I would say, however, that research notes are not time-gated like provisioner tokens, which is a plus.  

    In the end, these are all methods of finding uses for existing items as a material sink for new, shinier items.  Here, it seems that ArenaNet is attempting to use crafted items as a material sink itself, because, historically, crafted items have been a poor option of making gold.  The demand never matched the material cost to craft items for profit.  Now, there's a demand for crafted items.

    At least that is what I think ArenaNet's logic is.  

    Also, using the same resource sinks as prior shiny items only further increases the demand for those items.  You're putting too much strain on the equilibrium of those resources, the shift of which will have negative feedback from the player base.  So, finding a new pool of items as a resource sink makes sense, assuming that the overall idea is that all items in the game should be valuable for one thing or another.  For example, all tiers of crafting materials are useful because of ascended crafting, whereas most other MMO's have useless lower-tier crafting materials because everyone's max level.  

     

    So with all that in mind, I think the only problem with research notes is that players, for whatever personal reason specific to them, do not feel like they are gaining value when the salvage for research notes.  If there's a way to make it more obvious that research notes are an added value over crafted items, this would solve the issue.

     

  17. On 11/30/2022 at 11:34 AM, Mungrul.9358 said:

    My big one is tying stats to gear.

     

    And they could have partly remedied this by making all gear stats freely changeable, but instead, they locked this functionality behind legendaries.

    If everyone could change stats as easily as with legendaries, we would see a LOT more build variety.

    I've actually seen a system like this in another game.  Gear stats were a generic power level, and actual stats were freely selected in a triangular gradient between damage/tankiness/healing.  It had its own problem though.

    Also, it's hard for me to imagine how the GW2 economy would work without the current gearing system.  The economy is so inextricably tied with crafting materials, it would collapse if crafting materials were no longer in such high demand.

    Anyways, I always thought that a stat system that isn't based on items/gear/equipment or trait/skill/talent systems are a great idea.

     

    Anyways, back on topic.  The biggest change that I disagree with and which changed the game for the worse is the abandonment of the original 9th profession.  They introduced it, had a profession trailer like all the others, but then never implemented it.  The game would have been so much better if they kept that original 9th profession.

     

    • Like 1
  18. 10 hours ago, Astralporing.1957 said:

    Imagine, you only way of earning currency would be to build houses and then destroy them. Wouldn't it be considered a very convoluted way of obtaining said currency? I'd definitely say so.

    Set designers do this.  They build a vast, intricate movie set which is exploded for the movie.  Joss Whedon often remarks on how irresponsible it is for him to not destroy a set.

    In the Marines, CLB builds stuff that we destroy for training.  In garrison, CLB's primary job is to build stuff to be destroyed for ordnance/breach/explosives training (they build permanent stuff in real world operations).

     

    Anyways, I, too, find it strange that the complaint concerning research notes is really a complaint about salvaging crafted items.  Everything else has already been in the game.  Research notes are no different from Globs of Dark Matter.  They're both account bound and only obtained through salvaging.

    I really don't see how research notes are any different from existing systems in the game.  This system is at least better than Charged Quartz Crystal, which is locked to one crystal a day and requires interactions with hero points rather than merely a single click (salvaging gear).

     

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