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Cuks.8241

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Everything posted by Cuks.8241

  1. I craft legendary gear so I never have to bother with that piece again. They made a huge step in that direction with legendary armoury which was the reason I started crafting legendary gear. And now took a step back. I don't know why they had to reinvent the wheel for this almost legendary relic. Well I can guess. They want incentive for players to buy expansions. And they are running out of legendary pieces so they want players to be engaged with gear progression in some other way - unlocking latest stats. I hope this unlocking doesn't mean also big material sinks because that would change it from "almost legendary relic" to "not really legendary relic". Anyway I don't think these new stats/bonuses are a big incentive to buy new expansions (content should be the incentive). In the end I don't care if this way a charity legendary and thus it's not really a full legendary. I would rather craft a true legendary that is 100% future proof without any additional unlocking and buying of new content required. I really hope they don't pull this off with new stat combos and all legendary gear.
  2. The price will drop over time. Meanwhile Im happy selling my stockpiles of mats at elevated price.
  3. Well it really depends what you like to play. I first made heavy because I like all 3 classes. Rev and Guardian are very versatile and can cover most roles. And Warrior used to be my go to progression class because it's quite easy and inherently durable so I liked it for progression because the risk of getting killed was lower and could focus on mechanics.
  4. Discretize's site used to be specialised in fractal builds. But I just checked, all the builds there are 5 months old so not sure if they are up to date (not following the fractal meta). I wouldn't be so concerned. Make sure you actually like to play your build. You can use arcdps to check your performance and if you're satisfied that's all that really matters. And if you're afraid that someone will critique you just because of your build, well guess what, they are probably a kitten and they will find a way to be a kitten regardless. And not everyone agrees what the best build is anyway. My guild used to have recommended build list for each class. And I didn't always agree with them and ran my own build and I did fine and no one cared.
  5. Anet rip off battlegrounds. Go. Just call them Warsong Valley, Alterac Basing and Arathi Gulch. Done.
  6. Or player colission. FF would be funny but wouldnt last long. Player colission would be actually cool, I've played massive pvp mmorpgs with colission before. And they already have it in place with fractal instability social ackwardness. Wvw social ackward event pls.
  7. No, but dont expect a group of uncoordinated pugs to beat a coordinated comped group on voice that trains for this ever. People like to say how braindead and easy is to boon fart in a squad (and I agree to an extent). But increasing the skill cap for proper boon generation and timings will not help them win. It will have the opposite effect, the disparity will be even bigger because good groups will manage their CD on point. And randoms will not manage them at all. And its similar with strips. Bad groups dont coordinate strips, like at all. Straight up decrease in boon effectivness would do the job much better.
  8. Even more, every ability range in relation to caster and target and pathing in between. And I think the game also has real projectile physics and includes elevation component so not only x and y but also z component.
  9. How is that weird? The game constantly checks your position and relation to other assets. If we just stick to a few obvious examples in wvw: gliding area, ex warclaw mount speed, defender buff, capture rings, objective reveals. And most events do this anyway. Most events require you to be in specific area. How is that different to wvw defense? The game also clearly indicates when you are in the event area with top right event msg in real time.
  10. It's definitely not enough to just kill any player in the radius. I can tell you this from thousands of kills and hours. Not only squad vs squad wars without a single event credit but completely solo kills within the inner keeps. The player must have somehow interacted with the objective although I don't know what those interactions are and if they were ever confirmed. Edit: This is just my hunch, nothing confirmed. I think it also depends on the objective. SMC for example you get credit all the time (but there are also lot's of guard to aggro) but Klovan seems to be one that it's almost impossible to get it. I noticed it because once we wiped several squads of enemies from 2 attacking sides and somehow no one from my squad got defence. That was like an hour long back and forth. And since than I'm keeping an eye on that one from habit.
  11. They could treat it the same way as some of the pve ones. Add additional component like defense event or kill 3 enemy players in your teritory or deal 100k dmg to enemy players in your teritory.
  12. Because in pve I can do pretty much all roles except healalac on 1 character with quite simple rotations. I'm not trying to min/max every rotation and every role and with Revenant I find it the easiest to do it all in quite similar setup (at least both quick builds and dps) so I never get rusty and can switch according to the squad. And easily at a lvl that's acceptable in encounters I am aiming for. And yeah herald just spews all the boons with really minimum effort. No need to track 4 abilities CDs to upkeep 4 boons. Just light them up, maybe blast a fire field to get might going faster and everyone should be fully booned from start to end of the instance, ooc doesn't matter. And while I am a bit out of the wvw squad play meta as my guild is on hold, I think revenant is still one of the top choice classes be it vindi dps, vindi heal or herald dps. In pvp I don't really play rev so much. I mostly played condi herald in the past. I think it was making a comeback but I only played it a bit so not really sure. It was a bit of a degenerate playstyle in the past so no harm done to that build. Only dabbled a bit in power builds like vindi and herald so don't really know.
  13. For me gw2 is p2w for one simple reason, you can buy power and character progression with rmt. Gems to gold to leggies. But it doesnt bother me much because those are easy to get in game. Buying expansions is fine. Although I would make some features baseline. Especially Warclaw. Weaponmaster I would agree also. I dont think it would impact sales much if at all.
  14. Yeah me neither. It's usually a trait of Korean mmorpgs where you have these super rare items but the content itself is quite easy. So it's just about grind. The good thing in gw2 is that these grindy rare items are just cosmetics (and don't really interest me much). In wow if you clear raids consistently, you'll get your gear. Some cosmetics are more rare though.
  15. I play all game modes and luckily got my leggies elsewhere. And yeah the ow path seems to be by far the grindiest and repetitive. It might seem strange but if you like the other modes, you're basically just playing the modes as you preffer. But we have this amazing big ow, best in genre, main attraction of the game. And youre stuck at grinding rifts, convergences and completing the same few maps. I understand they needed a timegate and Soto specific currency but not this. So I understand the complaint.
  16. I don't find the Ice Beast the most engaging fight also, it was just an example of a boss and mechanic that was common in the past (and some were good and some bad). And an optional achiev for those that want the challenge. The achiev I found quite fun to do. Achievs are a good way to satisfy both worlds, to actually have two difficulties. And even if we forget mechanics and difficulty of the fight, the delivery is still subpar compared to the past. I think players that mostly play for the story are actually the ones that would appreciate more dynamic and cinematic delivery during story missions the most. And some unique settings, not just fenced parts of open world (and fenced so tightly that some mobs and achiev items end up out of bounds). For me Soto just feels a bit scuffed and rushed and lacking lot's of small details that used to be gw2's edge in my opinion. I can give another example, the whole Eod prologue. Your first mission is a unique setting on airships. It's a unique, detailed setting just for that one story mission. It's dynamic, things are happening around you which seem to be out of your control. Aurene is doing her own thing. The mission is quite easy but you have achievs for those that want a bit of challenge. You end up in Cantha and in prison. A small story bit that could be completely cut out and wouldn't really matter in the grand scheme. But it was not. It was fun introduction and even had a fun optional puzzle prison break achiev on top. You get released, fill some release papers, meet key characters and get a short cinematic bit. I feel that only that part of Eod had more thought and work put into than everything story delivery related in Soto. If this was Soto standard you would talk to Anhka, had a static mission on 1 airship where you kill 3 waves of Aetherblades. Maybe not even that because Airship is not a part of OW map. Maybe just a portal from Kryta to Cantha and you fight a few Aetherblades on the Seitung beach. And then you would end up in Seitung where you click on a few npcs (Rama, Minister, Kasmeer). They deliver their monologues and welcome to Cantha. Is this familiar?
  17. It's true I mostly gave final story bosses because I remember their names. I'm not really fan of the story so I don't really know the names of chapters and characters and most bosses because I mostly ignore them. So I also have a bit of a hard time to get a coherent timeline in my head. I play for mechanics so I mostly remember just that. Also story delivery is something else than the story. I'm mostly talking about cinematic camera, dynamic events during conversations or gameplay, engine made cutscenes. I remember those if done well. I did mention Joko because praise Joko. And also Darkrime Delves because I found that instance really well done so I actually remember it fully. But I can give another example with some context because I did it recently, the LS3 Ice beast in Bitterfrost. That fight has a mechanic (make beast charge the npc enemies with correct positioning) but also an achievement that requires you to think and pull of a certain strategy which can be quite tight (it's just a timer but requires you to devise a strategy to beat it). And that I would say is the average end of chapter boss since LS2 onwards, not the most complex. Usually with a gimmick that you need to figure out and than execute and an achiev that steps it up. Soto just doesn't have that, we basically got all punching bags up to now. And the achievs are "break the bar", "dont get downed", "kill it within timer". Did I miss something? And these would be fine if timers and break bars would actually be challenging. I don't remember in the past that I just did all the achievs by default. Timers were tighter, break bars tighter, bosses actually had mechanics that downed you fast. Yes there are good and bad boss fights. And a complex fight is not necessarily a good one. But at least for me there hasn't been a good fight in Soto yet. Maybe final boss will surprise. I hope so. Also why not pick and choose good fights and compare to them? Soto is almost complete, there should be some memorable moments. Also it's the latest instalment of a long lasting game. You would expect the quality increases over time or at least keeps a standard. Why not compare it to Joko or let's say Ankha in the underwater facility in EOD or even Kralkatorik? I mean the scope of the Kralkatorik fight was huge but maybe the Queen encounter could at least get close to it quality wise if not quantity. But it's not even close. I've done strike clears pretty much weekly up until about a year ago when I got bored. I've done some raiding. I am not talking about strikes being hard, Febe cm is and probably will always be hard. It's about mechanics and variety. Compare these 2 strikes to Harvest Temple (ok this is again the pinnacle) or my favourite Old Lion's Court. Eod strikes really had a great curve, HT the pinnacle and OLC (LS1 technically but ok) as the wrap up. And I though at the time that OLC is what they want as baseline. Not HT level of complexity but a decently challenging strike with good variety of mechanics, choices a group can do to progress through mechanics and some individual player responsibilities (tanking the bosses) that is not really a requirement in normal mode but makes the fight easier and mandatory in CM. Soto strikes are a big step down from EOD strikes and Dagda hardly manages to be on IBS level (which was also a living season but had way more strikes). Again, why be content with reduced quality? As for the convergences. I don't like them. In my opinion it's just more of the same (literary the same) Kryptis that we already fight in ow, meta events, rifts and story. I don't see how they remind you of expanded DS. While DS was highly criticised by many, including me, how it is not suitable for an ending of 2 elder dragons and a living season, I think it's way better than convergences. Now the DS mechanics are nothing to write home about (they are quite boring to be frank), it's just as easy but at least it's not just a 100% reuse and has a cinematic delivery. And at least for me it's great that it scales down to 10 players so you can do it with a strike group and it's not just a 50 man 1111 nausea inducing light show. The only 50 man instance of a kind I really like is Twisting Marionette. That one is very good, especially in private mode when players communicate. Because it splits the group enough that you don't get that 50 man 111111 light show and it actually has mechanics that require both the group to coordinate and player to execute. And yeah it's a story reuse but it adds enough and it's just overall an engaging encounter.
  18. Story delivery, not story itself. I generaly dislike the story but thats fine, I dont play games for story. Compare pretty much all prologues, darkrime delves (whole instance), death of Aurene in ls4, death of Joko and many many more to anything in Soto. I didnt write about raids but about story bosses having mechanics worthy of a raid boss. Hearts and minds, Balthasar, Kralkatorik!. And many many more. Also there are many interesting achievs that require new approach and some are actually challenging. Now compare to the last boss we got. 1 mechanic, break the breakbar with like 4 seconds wind up and thats also the achievment. I literary dont even remember any other Soto bosses because they all just dropped and somehow all achievs were done without me noticing. And dont mention soto strikes. They are not worth comparisson to raids or eod strikes mechanic wise. And convergences, really? 111 rush rush rush
  19. Thats all true. But the difference is that in those expansion the story missions are long, often with unique maps, mechanics sometimes designed for 1 mission only and boss fights have mechanics fitting a raid boss. The story delivery is also much more immersive. In Soto an average mission is literary defeating 3 to 4 packs of normal mobs with 1 veteran mob. 6 same reused mobs we are seeing through the whole expansion. And bosses have 1 mechanic. Like 1 breakbar to break. And the story delivery is a 2 minute static monologue before and after the mission. So these ow fillers were small compared to the whole story. And a break between long missions that were sometimes maybe even too long. In soto almost everything feels like a filler and a break from a game that doesnt exist.
  20. Thats how bad games work. Good games dont need to pad gametime with such filler content. Also its not effort at least not such effort I would consider meaningfull for a game. Lock loot behind hard bosses, thats a meaningfull effort. But I guess gw2 exchanged that for minigames my 3yo could solve.
  21. Wrong question. The question should be "Is it fun?". For me the answer is no. And these mildly burdensome systems have been infesting the game for some time now.
  22. Funnily both Bloodstone Fen and Istan are one of my favourite LS maps (I don't mind if LS maps are a bit smaller and with less secrets compared to full expansion maps). Bloodstone was gliding playground and masteries were fun and I like Istan metas a lot. I'm sure I'll play them more in the future while I don't really have much interest in Soto content already now. And no, I haven't played much Soto at all, explored the place, maybe did metas 2 or 3 times, 3 convergences and I'm not even interested in checking new bosses. I probably did Hablion more times than Soto metas meanwhile just because I like to fool around Bloodstone Fen while waiting for pvp queue. Hey maybe even Istan metas just because I like to do LS4 dailies and metas for volatile magic if I'm bored with other content. The amount of content is irrelevant if it's not interesting enough to play it more than once.
  23. EOD was way better than this in my opinion. Much larger, more intricate maps, much better meta events and a lot better and more strikes. Don't forget we got elite specs. Some assets were reused but even if some enemies were just reskins the textures were not just 1 texture all over the place like in Soto. We got some original enemies also. They introduced new systems and while I'm not a fan of them (I think jade bot could be just scrapped and it would be net positive for the game) they at least tried. I generally don't like gw2 story so EOD was just another gw2 chapter for me but delivery was quality in some chapters. Story maps and bosses were also extensive and well designed (remember EOD prologue, the underwater facility with Soo-won, Joon's estate, Harvest temple...). SOTO story instances are usually just open world maps with the same enemies all over the place. There are hardly any interesting fights with interesting mechanics (I remember only 1, maybe 2 fights that had mechanics, everything else was just powered through). Cut the original EOD content in half or in thirds and you still have more and better quality content. I don't care about quantity or low price if it's low quality.
  24. Because its a lot of clicking and waiting to craft stuff. Want a straighforward material sink? Just make a vendor that sells notes for mats. They can keep the current system on top. The vendor could even be more expensive, like 5% more mats per note compared to crafted stuff.
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