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Rogue.8235

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Posts posted by Rogue.8235

  1. 1 hour ago, Inculpatus cedo.9234 said:

    You may find the Wiki can answer many of your questions.  It's great resource for all things Guild Wars 2. 

    @TOAD.4718  I highly recommend learning to use the wiki on your own.  It'll help answer spontaneous questions on the spot, in case there isn't someone immediately available to answer it.  Also, there is a massive amount of information to learn about the game, to the point that veteran players still consult the wiki.  If there is something I don't know off the top of my head, I just check the wiki real quick and done.

    It's also the best way to answer the question "what is this item in my inventory?"  Just type "/wiki" without the quotes, then shift+left click the item in your inventory, then press enter.  The wiki page for that exact item will open up and answer whatever questions you have.

     

    • Like 1
  2. 7 hours ago, Doggie.3184 said:

    But lets have some fun~ Anet's design philosophy for Thief is Stealth, Stealing, Flanking, Roleplay and Blind. Lets combine all those to form an ability.

    Thief Ability = Sneaky Signet: Passive effect makes Thieves totally invisible on your screen if they are behind you, in your peripheral vision or crouching. Activating it up close reverse pickpockets a grenade into target's inventory that blows them up if it's not deleted in time.

     

    It's...😢... it's so beautiful...

    I mean, as a thief I love helping people.  And, well, people like grenades.  So the stealth makes it really easy for me to move around and help with the grenade giving.  Then there'll be lots of happy people with grenades in their pockets!  Isn't that a .... what's this?  Ah, the pin... oops...

    To continue the completely not serious profession abilities.

    Warriors are very direct, simple in execution, and fight with ways to get into a fight and stay there.  So the Warrior ability is a shielded recliner.  It's a leap attack that stuns nearby foes with a channeling cast.  During the channel, the warrior breaks out a recliner, sits back, and relaxes to the smooth atmospheric vibes of ABSOLUTE CARNAGE AND VIOLENCE.  Oh, and there's shields, because why not? 

     

  3. 16 hours ago, Linken.6345 said:

    You dont need to do this anymore mate Anet changed like 90% of the gear to be salvageable straight away awhile back.

    Good catch.  I was thinking of the level-up rewards rather than the story rewards.

    Overall, a good way to handle un-salvageable, un-sellable gear is to mystic forge them.  

  4. Highly recommend that you do Living World Season 2 before jumping into Heart of Thorns.  Definitely spend time on the Silverwastes map.  You want to be at a point where you can zoom around Silverwastes and fight any group of enemies with ease, solo.  This way, the jump in difficulty of Heart of Thorns isn't so severe.

    Key skills that must be mastered to do well in Heart of Thorns is (1) damage avoidance, (2) break bars, which is the blue bars on some enemies that require CC to deplete, and (3) soloing groups of diverse enemies. Mastering these fundamentals makes the rest of the game that much easier.  Every profession can do these 3 fundamental things, so don't worry about needing a specific profession.  Your profession choice should be more about what you enjoy playing and what playstyle feels more intuitive to you.

     

    • Like 2
  5. 1 hour ago, TOAD.4718 said:

    1. I’m 80 and on my last story quest before expansion. Is it safe to switch over to Druid specialization after that quest or will I find doing the expansion stuff in my starter WvW healer setup too rough?

     

    Most of what makes a build viable in expansion content is your mastery over that particular build.  One thing that is generally true is that you'll want balanced builds for expansion-level open world content.   A build that specializes too much on a single thing, like healing, may be too difficult. 

    One thing you can do is ignore the story for a bit and just wander in the expansion map with your current build.  Be especially attentive to what makes a particular engagement difficult, what skills are working and what aren't, and what kinds of mobs are proving to be difficult to handle.  Don't be afraid to die and push your limits to get a good idea of how your build is handling things.  Also, be aware of how you, personally, are piloting the build.  A playstyle that works for you in one aspect of the game, like WvW, may not work for you in other parts. 

    After gathering that data and likely dying a lot, fine-tune your build to implement skills and traits to cover your weaknesses.  You may also need to start from scratch and make an entirely new build, which is not a problem.  Use the second build tab and second equipment tab for your PvE ranger.  Remember, you only need exotic level (orange) gear for open world.  Don't worry about ascended until you're sure that is the build for you.  

    Another note, a good rule of thumb for open world builds is to have one condition cleanse skill and one stun break skill on your skill bar at all times.  

     

    • Like 1
  6. Both are viable in open world for every profession.  I actually have a power build and condi build for every profession that I can easily run in the open world.

    Power tends to burst open world mobs much faster.  However, and this cannot be understated, condition builds excel at the fade-away kills.  As in, burst a bunch of mobs then walk away as they die trying to chase you.  Remember, cool guys don't look at dying mobs, nor explosions.

    When it comes to open world builds, the biggest deciding factor is what you find to be the most fun.  The content is easy enough that you can run whatever build (assuming it self-synergizes and has the correct gear stats). you want.  

    Outside of open world, you'll want to specialize your builds, which is more limiting.

     

  7. 36 minutes ago, TOAD.4718 said:

    + Gear progression while playing the story seems off at times.

    18 minutes ago, TOAD.4718 said:

    Yes the story gear rewards while leveling doing the story.

     

     

    Agreed that a lot of the story rewards contain stats that aren't helpful for the build I'm running while leveling.  The best thing is to just craft or buy what you need.  I use story reward gear in the mystic forge to get an item that can be salvaged or sold on the trading post.  See here.  This does run into the problem you raised in the third con.  On that, I understand that it must be frustrating/disappointing.  

    Concerning stat selection, was it fairly easy for you to figure out what stats you needed while leveling?  I always found the stats in GW2 easy to comprehend, but that is because of my experience with stat-based game systems.  I also understood that condition damage was different from strike (power) damage because of my experience with GW1.  So it's hard for me to see the stat system from the perspective of a player without that knowledge base.

     

    38 minutes ago, TOAD.4718 said:

    + There is SO MUCH to learn! (Pro and Con honestly but it can get overwhelming if it weren’t for the amazing community)

     

    Definitely understandable.  After a break I still have to use wiki to figure out what's going on in my inventory.  One thing that helps is typing /wiki in chat then shift+click an item you need to know more about.  This opens up the wiki page for that item.

    There are tons of combat mechanics to learn and master.  Is the leveling process not introducing mechanics at a manageable pace?  For me, personally, I used map completion as a way to learn every profession.  I have 100% world completion on all 9 professions, using that time to experiment and learn every skill and mechanic of the profession.  I'm sure there are easier ways to learn everything, but that's one way to go.,

    Are there any general categories of game information you need help with?

     

    Good hunting out there!

     

    • Like 1
  8. 7 hours ago, Mariyuuna.6508 said:

    The simple reality is, if you have any kind of skill at all, you're going to end up facing the top ten players in the game fairly often. 

     

    So, if you are completely devoid of any semblance of skill, you're good to go?  Yay, I never have to face the top 10 players!  By the way, what's a dodge?

    /jk

     

  9. 8 minutes ago, Rovaeden.8546 said:


    This is great!
    No need to apologize for the length. Unlike some others here, I am not intimidated by reading.

    You mention health bar attrition, which is how I played this game at launch and I think the reason, well one of the reasons I hated it so much. It wasn't what I was used to and wasn't what I wanted.

    It has clearly been toned down somewhat over the years. Mobs seem not to hit quite as hard as they did back then, which is nice.
    I am definitely enjoying the style of combat now. I think I would still prefer a bit more passive mitigation (armor counting for more, passive or long term buffs, etc) as a padding for ping, age and slower reflexes, but that's just me. I can live without.

    Generally, I do just fine against most content and am able to solo most silver and some gold mobs without too much difficulty if I play well.
    That is what I expect and what I call good challenge and good design.
    The mobs are enough of a threat that if I just stand toe to toe and go blow for blow with them I will lose, but if I use my characters tools fully I will triumph. Awesome! That is what a game should provide. Play well and triumph to claim your reward.

    What rankles me is when I play well but the computer cheats in a fundamental, system level way that causes me to fail not just once but repeatedly on multiple attempts and for the same reason.

    Chain CC in any game is just bad. It's bad design, it feels bad to receive. If it exists it needs to be fixed.

    I dont even remember the specific encounter now, not that it should matter in the first place, but I have absolutely encountered impossible to overcome chain CC in the open world numerous times. I don't remember if it was PoF or HoT but regardless, it exists.

    Talking fixes... rather than trying to hunt down a specific mob in a specific region, it would be a much more comprehensive fix to either

    A) Remove mob CC abilities from PvE.

    B) Place a hard cooldown on CC for all mobs that pull as a pack. IE. One uses CC, they are all put on cooldown.
    C) Give players a breakbar after they use their Stunbreak.

    So, it isn't that I don't appreciate your (and others) attempts to help me. I do.
    However, it is highly irritating to be TOLD that your experience is invalid and that the game is fine.
    This is patently false. There IS a problem that Anet should address.
    Too much CC has been there since launch. I noticed it then and I notice it now. Too many mobs have too many CC abilities and our counters are paper thin. The fact that some mobs have abilities that outright ignore stability should be all the proof I need to mention that this is still a problem.

    Telling me to learn to play, even if intended good-naturedly, is kinda arrogant, especially when that same person has not even bothered to ask me anything or apparently listen at all to what has been said. They only stride in as THE AUTHORITY ON ALL THINGS and tell me how I'm wrong.
    Sorry, but no. Not gonna just sit here and take that.

    As before, I am not saying that you, Rogue, are guilty of this, just simply that this is the reason for my defensiveness in some of my responses.

    I like your post, you make some good, thoughtful points.
    Cheers.

     

    Ah, got it.  It's not a ubiquitous problem.  It's a problem where, in those specific incidents where the enemy successfully locks you down with a chain of CC, it is incredibly frustrating.

    I agree that, in that specific moment, it is frustrating to be locked down for extended periods.  Personally, my frustration is with myself, because I know I could have played it better and I made a mistake.  I get over it quickly and, again, that is just me.  Different people react differently, I hope we can all agree.    For such instances, I continuously engage the same enemies that are proving to be difficult until I can get a handle of the pacing of combat for that specific instance.  Other times, I mistimed the roaming over other nearby mobs, so I adjust for the future by being particularly attentive of the roaming enemies in those areas, and patiently wait to attack in the right moment.

    As for the idea of implementing changes to the mechanics of the game, I personally disagree that passive defenses should be more prominent than they currently are.  My reasoning is simply that my preference is for active defenses.  So, emphasizing passive defenses isn't objectively wrong, it's merely a different preference.  

    I'm going to bow out here because I don't really have anything further to add in a constructive manner.  I simply prefer active mitigation over passive and prefer the status quo in that regard.

     

    • Like 3
  10. 9 hours ago, Fade to Shadow.4579 said:

    I've tryed a Mesmer but I feel that GS and staff are not enough. 

     

     

    The thing about mesmer greatsword is that you can tab to new targets while the autoattack is firing.  A single autoattack can hit multiple foes this way.  Sometimes, on my mesmer, I just autoattack and spam the tab key when I want my brain to turn off in the middle of a zerg.

     

  11. 3 minutes ago, Rovaeden.8546 said:

    I did. I read it. It's nicely written but not at all what I am talking about.

    What you have said is just more of what I am BEING TOLD by the self proclaimed masters of reality, albeit in a nicer and more eloquent way. However, it is not at all what I am saying.

    There is a distinct lack of reading comprehension going on. Everyone wants to TELL ME all the ways I am wrong, but no one has actually listened to what I have said, wherein I have fully explained the problem. Yeah, this requires that they read over various posts in the thread. Boo Hoo, I have. They can too.
    It's called a conversation.
    One cannot barge in at the end and demand that their opinion sans context is the one true path. Sorry, not how it works.

    Not saying that you, Rogue, are doing this but others are for sure.

     

     

    I do read entire threads before posting, so forgive any misunderstandings on my part.

    Essentially, there is a problem of too many attacks which have a CC component, which are executed rapidly.  The problem is the number of CC attacks and the quick timing of said attacks headed your way.

    That is How I'm understanding the thread.

    To this, I thought I addressed the issue with my first post.  Combat is about damage avoidance rather than killing as fast as possible.  Avoiding attacks means avoiding the CC.  By avoid I mean any means of damage mitigation.  This includes blocks, evades, invulnerability, blinds, CC (CC'd enemies can't hit you), and instant or near-instant mobility skills.  One of the first things I learned in beta was that simply moving avoids most damage.  Granted, this only works in the early stages of the core game, but it emphasizes that GW2 combat was vastly different than what I was used to.  Before then, games I played had combat mechanics where you were expected to be hit by attacks; thus, damage avoidance was not built into the combat system.  In GW2, players were never meant to win through health bar attrition.  The players that tried to outlast mobs blow-for-blow were the ones that struggled the most when the game was first released.

     

    To further elaborate from my first post, open world builds must have balanced offense and defense.  For example, my warrior's hammer+mace/shield build is far from topping damage charts.  However, I can survive anything with it because I bring lots of damage mitigation.  I can block, dodge, and stun to avoid taking hits.  I've also been required to use the hammer burst skill to reposition, as in I don't use it to stun but to instantly move away from a danger area.  

    My thief is equal parts damage and evade.  Evasion isn't spammed, but is a regular part of how I play through combat.  For attacks that still stun through evade, such as walls created by certain mobs or guardian ward lines, there's shadowsteps to instantly reposition, or general movement to shift the combat zone away from the warding fields.  An example of general movement is to shift angles of attacks to focus on the opposite side of the enemy, that way the warding fields are on the opposite side of my engagement zone.  

    The other thing about active damage mitigation is that it infinitely scales.  A single evade can avoid all attacks in that instant.  Also, rather than positioning in a fight where I constantly need to evade non-stop, I position so that some of the mobs must move towards me to get their damage off. Moving mobs = not attacking mobs = no damage mitigation necessary to not be attacked.  

    My rifle deadeye plays completely differently.  I use stealth and positioning as the sole methods of damage avoidance.  Essentially it's like real-life long-range marksman combat (shoot, move, shoot, move, etc.)  It is much harder to play as it requires forethought and pre-planning an engagement rather than being able to just engage on a whim with tools to avoid being hit.  On my rifle deadeye, I can't just mount attack into a mob of foes and be fine.  I have to move on the map with calculated intent and engage from advantageous positions that afford room for in-combat maneuvers.  It's a very different way to play the same character that I find enjoyable.

    Every profession can play while mitigating incoming attacks.  They all do it differently.  For example, minionmasters mitigate attacks by having their minions be attacked instead.  That's part of what makes minionmaster one of the easiest ways to play the game.

     

    Sorry for the lengthy exposition.  To recap, my understanding is there there are too many attacks with CC that are used too often, not necessarily by an individual enemy but by groups of enemies.  I believe I am addressing this, exactly.

     

    • Like 4
  12. I'd like to expand this idea to:

    Complete all the sets.  I enjoy having complete sets of stuff, and it allows me to have a character with consistent theming (as in the armors, weapons, and mounts are all the same theme).

    Would just be a nice thing to have in the game.

     

    • Like 6
    • Thanks 1
  13. 3 minutes ago, Rovaeden.8546 said:

    Hahaha Awesome!
    My thoughts exactly.
    I will wager that these L2P spamming... ahem.... lovely people, actually just run away from fights, or more likely just sit around in Divinities Reach trying to look cool and hoping someone will care, never mind dismounting and facing the content without a zerg to hide in.

     

    See my previous post.

  14. Just here to say that I, too, wish that armors can be mixed together.  I understand that each armor weight has a different skeletal rig, so I know this won't be done.  Changing something as foundational as the rigging system is a massive undertaking that can have unintentional effects on other aspects of the software.  I'm assuming that re-rigging everything is economically infeasible, and probably financially irresponsible.

    End result: I still wish for it and understand why it won't be done.

    Just my two copper.

     

    • Like 1
  15. When this game was still in beta and, shortly after, on release, there was massive struggle by a lot of player in surviving in combat.  The biggest hurdle was adopting the mindset that you must avoid all damage in GW2; whereas, in other games, taking damage is a normal part of the game.

     

    The problem posed in this thread is similar.  The goal of GW2 combat is not to get hit in the first place.  As you progress through the core game and into expansion content, the goal becomes, almost, impossible. I say almost because it is possible to avoid all damage in a any given combat situation; however, you must build specifically to do so.  Anyways, you have to practice by starting from the beginning and focus on not getting hit at all in every combat scenario.  By starting from the beginning, I mean starting with core GW2 and progressing through to the expansion.  Once the mindset of not getting hit at all becomes natural, i.e., you don't have to actively think about avoiding hits as it is an autonomous part of playing the game, avoiding chain CC becomes extremely easy.  

     

    The end result is that your constant repositioning, active damage mitigation, use of mobility skills, and occasional use of the stun break (aka the "oh skritt I messed up" button) will allow you to easily handle any combat situation.  Essentially, you must adapt yourself to the combat mechanics of the game in order to effectively play the game, and refrain from implementing habits learned from other games.

     

    Edit:

    Specific Example: Path of Fire - Forged Patrols:

    Forged patrols usually consist of multiple enemies that can CC you, some of which have multiple CC's to throw at you.  

    With my thief, I can avoid all hits and take out the forged patrol. I play condition/evasion daredevil (usually) on my thief.  I'm very familiar with the pacing of combat with forged patrols, so I can initiate a fight, timely evade the initial barrage of damage and CC, deal my damage, repeat.  I don't spam evades; rather, I pace my evades to avoid incoming fire and CC, then applying damage while the mobs are, effectively, on cooldown before the next attack.  I'm constantly moving (WASD) in combat to further avoid damage.  Playing my condi/evade daredevil is about knowing the pacing of any given encounter and fighting with damaging attacks, re-positioning, and evading.  Damage avoidance = CC avoidance; thus, I never get chain CC'd.  The stun break is only there in case I misstep and get CC'd, then I, instinctively and immediately, break the CC and fight defensively until I can resettle into the pacing of combat.

    For my warrior (Hammer + mace/shield)  I engage forged patrols in one of two ways.  If I can get the first strike, I open with hammer and immediately stun what I can.  I can then avoid (dodge) the few attacks from unstunned foes.  I can then focus damage on stunned enemies while using movement (WASD) to advantageously position myself to avoid the counter-offensive from unstunned foes.  Afterwards, whatever stunned foes I didn't kill in that opening burst now have a chance to attack.  Now I switch to mace/shield for attack mitigation, dealing some damage wherever the opportunity presents, until the major stuns on my hammer become available again.  Switch to hammer once an opening (usually when enemies attempt to CC again and CC is now on cooldown for them), I switch back to hammer and repeat.  The pacing of combat, for the same mob type (reforged patrol) is different from when I'm playing thief, but is consistent nonetheless.  

    Option two is to open with mace/shield, as the mob will effectively be able to strike me first before I can.  The pacing of battle from there is the same as opening with hammer.

     

    Just two specific examples to clarify what I mean by training yourself to fight with attack avoidance as an autonomous part of play.  I don't have to think about blocking/evading/etc., I can do so as part of the regular way I play the game.

     

    • Like 3
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  16. On 8/15/2022 at 5:18 PM, Gotejjeken.1267 said:

     

    It makes sense and is how I use stealth as an immob Druid, the purpose is only repositioning or escaping, nothing else.  Since you have to build astral force to do it, it isn't spammable either.  

    I'm not sure how that would translate to other classes; maybe for thief initiative gain is locked while you are in stealth? That way you'd have to choose when to use stealth and also what you are going to do when you exit it as you won't gain the initiative back until you exit?

     

    Not sure that's a good way to go about it.  Even so, to return stealth back to its original conception/intended gameplay (I'm guessing since I don't know ArenaNet's actual intentions, thief in particular would need a massive overhaul. 

    Mesmer has prolonged stealth (mass invisibility) and has always had a trait to play prolonged hide-and-seek (prismatic understanding), so that seems intended.  Engineer has a gyro that doesn't stealth itself. , so prolonged stealth is balanced in that regard.  I think it's only thief, in particular, that has this unbalanced, extended hide-and-seek problem (not counting any rune interactions, you know the one).  

    To be honest though, I always did prefer, and still utilize, stealth as a short burst of repositioning rather than using it to stay hidden for a long period.  Others will have their own look on things.

     

  17. 22 hours ago, Gibson.4036 said:

    One of the most satisfying experiences in the game is when you place your AoE right and a thief comes out of stealth dead.

     

    LOL yes it is.  Also, having been on the other side of it too, you miss out on the panicky run in circles before death.  At least, that's what I've done when dying in stealth, the standard I'm-on-fire-run-in-circles! dance.

     

    Another satisfying moment:

    Attacking a thief/mesmer then they stealth.  Team fight carries on a while longer and you start wondering "whatever did happen to that thief/mesmer?"  

    Then a corpse unstealths.

    "Ah, that's where they went."

     

    • Like 1
  18. I think stealth is perfect as it is, mechanically.  However, it's purpose has altered too much since its invocation on release.  Stealth was supposed to be a burst -like tool to help thieves reposition in the middle of a fight.  it was only supposed to last just long enough for some combat maneuvering, and that's it.  It shouldn't have ever been something that can last for extended periods.  That's what made the stealth mechanic different in GW2, on release.  Where other games used stealth as a toggle for long periods of time, GW2 stealth was, at most, a few seconds for the thief to get one thing done in combat.  

     

    Oh, and you can still kill thieves that are in stealth.  I almost never meet a thief that isn't predictable.  Actually, almost every match is predictable as people mostly use skill rotations in PvP rather than actually playing against the other player.  It's like fighting scripted NPC's.  

    Example, you're isolated and you hear black powder shot.  You know there's going to be 3 heartseekers and a ~2 second window for them to get to you for the attack.  They'll approach straight at you because, hey, they're stealth why bother changing angles of attack when the target can't see you?  This give this gives you the exact window time and location for you to burst them before they get the ambush off.  The 2 second window assumes you stopped moving to force them to come to you.  You're movement obviously changes the timing, but that is also to your advantage if you know what you're doing.

     

    Anyways, stealth needs to be a 1-3 second window of invisibility, not longer.  It should only be long enough to change positioning to strike a different target in the middle of a fight, change the angle of attack on the current target, or cover your initial escape.  It should be a valuable resource that you need to save to get that one critical task done during a fight, not something that can be continuously used at will.

     

    Just my opinion though.  

     

    • Like 1
    • Thanks 3
  19. On 8/14/2022 at 12:55 PM, SoulGuardian.6203 said:

    It's not an irrational request.

    When you disagree with something feasible just because you don't like it or have no real argument, it becomes trolling. 

     

    How is disagreeing with something because you don't like it different from suggesting something because you like it?

    Either way, it's just personal opinion...

     

    • Like 5
    • Confused 2
  20. 5 hours ago, Yvelta De Forlee.1690 said:

    I'll probably get a fair amount of hate for this based on other player interactions I've already had, but I think it's worth saying regardless. Mounts should not be required for story quest progress. I have no problem working towards mounts, achievements, crafting, with the only exception being timegated stuff like Skyscale. The work for Skyscale, fine. The forced wait times, not fine. That's a whole different issue though.

    Going through Path of Fire, and needing to level the raptor to get to certain places alone would be meh, but not intolerable. Needing to level the raptor to Mastery 3, just to get a completely different mount or I can't continue story though? That's too much, not too much as in impossible to do, but it's one of numerous timegates in the game. Though a smaller one in comparison to others I mentioned. I don't like to rush to endgame, I do my best to 100% a map if I can before moving on to the next, but even for me this is ridiculous. Mounts and what they add to a map should just be that. Adding. Not required to experience, especially for the story itself. It's an unnecessary gate no matter how you reason it. If it was just blocking off some collectibles, like Vista's or something I'd find that completely fine.

    Apologies if I come off defensive, I do not mean to and certainly do not wish to start any arguments, but having raised this opinion in the past with other players in game usually gets a response of "Stop being entitled and wanting everything handed to you" or "Quit whining, you have to actually play the game." I just want to play through the story in one go, then go back and do completion if I didn't get 100% the first time through.

     

    I see this was barely touched in the thread, but I'm wondering what the difference is between HoT and PoF progression gates?

    You're lack of enjoyment of PoF is, seemingly, behind the mastery point requirements to fully use the mounts.  However, this doesn't seem to be any different to me compared to the mastery point requirements to progress through HoT.  What are the differences that cause you to enjoy PoF less than HoT?

    From what I can vaguely remember, the effort/time to complete the masteries were about the same in both expansions.  The mounts do have to be acquired with gold and a heart completion, but that doesn't seem to be the factor for your disappointment with PoF.

     

    A thorough description of what you find unenjoyable will help foster relevant discussion.  It's also the type of feedback ArenaNet looks for.  

     

    • Thanks 2
  21. 20 hours ago, SoulGuardian.6203 said:

    Roaming around Queensdale, I came across a few things that seemed a bit coincidencial and unusual; so I started adding things together and made this quick walk-through. 

    Even if it is just mere coincidence, you should try it, just for the fun of it.

     

    Only 1 Rule:

    You must walk. No mounts allowed.

     

    Here we go:

    GW2 secret puzzle


     

    In Queensdale, head towards the downstream river to the right of the starting point. 

    Follow the downstream river that ends in a small waterfall, and drop down.

    Get in between the water gap, and look outwards. You'll see the first clue. The windmill, which will become more apparent as we progress.

    At the windmill, you'll notice a bear frightening a young lady. The bear is the second main clue to the riddle. Kill the bear, and the young woman will walk towards the picnic items, and will kneel. Look towards the direction she's facing, and you'll see a tree just like the one you're standing close to.

    Head towards that tree, and notice how all the 3 people in the watermelon farm talk about rabbits. Get in the rabbit pen and notice they are all facing the same direction. Head towards where they are facing and you'll see a moveable gate. Open the gate and go right to the other moveable gate that leads to a small square fence. Head towards the tree in the corner, and turn around to face the house. Then left to see where to go next. You'll see the hospital where you recovered from the fight against the centaur spawn.

    Head to the hospital, and speak to the priest who will give you clues about a path, and grave. Meaning the cemetery. 

    Head towards the cemetery, and you'll see a tree just like the one in the square fence. Head towards it and turn around to see a statue of what appears to be dwayna. Head towards it and then towards where she is facing. There's a lone single grave stone. Read it. The clue states that "Your weapons are in good hands " it means the Windmill king skritt. Even the opening in the cemetery fence to the left also indicates to go there.

    Go to the top of the windmill and you'll notice that one of the masts has a clear arrow pointing towards Greatheart Weald. 

    Head towards it. You'll see more bears. Take revenge for the lady in distress from earlier, and head to the other side of the mountain using the bear cave.

    Talk to the guards around and they will give you a clue to go to the centaur camp. Walk in the first barracks tent, and you'll see a tree. Clue as to why there's a tree inside a tent!? Turn around and it will indicate to go to the watchtower. Go up and it will face the swamp. Head towards it. 

    Find the hut in the swamp. The Norn there will talk about Wind/Air and Darkness. From here, there might be two things. Either find the other statue in the swamp, which means that Air may represent flight; or he means Claypool, where the last windmill is. Let's try the statue first.

    The statue wing points towards the previous windmill again, if you follow this option, the other windmill pole points towards the dam, where there's a bandit cave nearby… and the track ends here. 

    If you go to the Claypool windmill, go up and you'll see an npc sleeping. Look up and see the pole is pointing towards the other bandit cave.

    Head towards it, and notice how the centre where the boss spawns looks exactly like the spiral design in the windmill flags.

     

    Conclusion :

    Both riddles lead to bandit caves.

    So far I haven't found any extraordinary treasure.

    There is however, in both places, hidden crevices in the rocks high above.

    But no treasure there.

    Don't know what purposes these serve, but hey. Keep looking.

     

    Secret World bee detected.

     

    I'm very sure what you tracked was coincidental, especially given the depth of detail you analyzed to follow the trail.  GW2 riddles are far more surface level than what you'll find in Secret World investigation missions.  The "puzzles" in GW2 are often discovered by paying attention to the ambient dialogue.  

    Another note, intended "puzzles," to use your term for the concept, lead to standardized chests or dynamic events.  The standardized chests are equivalent to what you'll find in mini-dungeons and jumping puzzles.  The dynamic event chains are, in themselves, the reward for following the trail of dialogue.

    One good thing is that you're proclivity to explore will lead you to find all of the mini-dungeons and jumping puzzles with ease.  There usually aren't any hidden clues, in the level of detail you are looking for, to find these hidden locations.  They're found just by wondering "what's over there?"

     

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  22. On 8/4/2022 at 10:02 AM, Wallieappel.2640 said:

    I’ve played this game since day one and I’ve definitely seen most of the content. Once you hit endgame, you’ll most likely be on a hunt for the most epic gear in the game. Legendary weapons aren’t just looking awesome, they’re a token of your effort and skill as a top tier player. Other players immediately understand you must be one strong dude and are looking forward to crafting one themselves one day.

     

    Almost no one conflates cosmetics with any skill level.

    Also, a lot of players, if not most, choose aesthetics based on their personal preference with no regard for what others think.  All of my characters are themed based on their (extremely vague) back story.  I think it's good that ArenaNet gives us (the players) options for character customization that is easily obtainable.  I don't care for cosmetic items that are purely positional in value, i.e., only valuable based upon the proportion of players that don't, and can't, own it.

     

    Also, if all you care about is prestige, then why would the actual animated aesthetic matter?  The value is in how many other players do not have what you have. 

    If what you truly value is animated aesthetics themselves, then why does it matter who else has them?  The cosmetic choices are there for you to choose for yourself, and other players having the same skins don't diminish the value of what you have.  

     

    This is why "prestigious" skins that must be animated don't make any sense to me.  Do you just want to have an attention-grabbing flashy look that no one else can have?

     

     

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