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Cuks.8241

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Posts posted by Cuks.8241

  1. 2 hours ago, Astralporing.1957 said:

    People doing both would have ended in CM on their own at some point anyway. The people pulled specifically with the Vault "advertisement" are not from that group.

    That's one of the issues with methods like that - they pull into that content people well before they are ready.

    You're making it sound like an application for a highly specialised NASA job that requires 8 years of education and 1 year on the job training.

    It's just a strike with a few additional mechanics to normal and a mild DPS requirement. The WV spawned quite a few training/progression runs from what I saw and also partook in some. And many were successful and some probably not. And I saw random people from LFG doing progression and succeeding at the end. The best part of instance content in my opinion. And maybe some realised it's too much for them and some learned the fight well and got some KP and some even realised that there is nothing scary about this and similar encounters. 

    All I see is benefits for players and game mode. Instanced content in this game is not hard. But you and your group have to be willing to progress, which means also to fail a few times. And there lies the problem that groups on LFG  usually don't expect progression but a clean clear. And opportunities like this give chance to players to actually progress without actually having a specialized guild or a static. Also, just FYI we managed to clear the fight (with 30 sec to spare :)) in a LFG group titled "CO CM for newbies" and it took us 3 tries and 0 bad blood.

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  2. I've had this happen to me only lately in WvW. Not the occasional few second delay after loading but for example weapon just not loading.

    Now I havent played wvw much in the last week so I don't if its better now. I haven't seen it in other game modes.

    But I didnt really think much about it because it was after a patch and it's wvw where things sometimes get wonky with too many players on screen or even just on the border.

  3. 3 hours ago, kharmin.7683 said:

    It's a good thing that the skyscale is completely optional.  Any/All content can be completed with the other mounts/glider/leyline/updrafts, etc...   One can choose to not be lazy and use all of the other tools at one's disposal.

    Its a mmo, not a single player game. Its not only about completing content, its about playing with other players on equal terms.

    And with Skyscale many open world group  gameplay patterns have devolved to a big flock of Skyscales skipping everything, from traversal obstacles to event mechanics. Dragon Stand last phase is probably the best example, where new players will never experience the epic fight. And if they dont have Skyscale yet, they will probably not even manage to participate before its over.

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  4. 3 hours ago, Robert Calais.8425 said:

    I might misremember the warclaw part then. And no, I didn't buy the Guild Rider warclaw skin. I can't afford it. It costs 200 gold.

    The reward track for Triumphant armor is what unlocks Triumphant Hero's armor for purchase with skirmish claim tickets in the first place. Which then unlocks the tab with Mistforged Triumphant Hero's armor.
    I made no mistake, besides maybe misremembering what the mount cost.
    Edit: No, I didn't. The mount armor costs skirmish claim tickets.
    Edit 2: I also bought the blue catmander mini. I completely forgot about that.
    Edit 3: And crafting recipes that were also expensive as hell and a requirement for WvW legendary armor.

    Please, please research how you craft WvW legendary armour. There are 2 paths, one through ascended Triumphant Hero's Armor and one through ascended Mistforged (more expensive). You don't need Mistforged for legendary. Any WvW Ascended armour works as a precursor. The only difference is skin.

    Also I am 99% sure that you don't need to buy any recipes for skirmish tickets.

    Also Guildrider Warclaw skin reward track actually rewards tickets. You're not losing any tickets for it only gain it. 

    I have a feeling you're wasting a lot of time and valuable currencies for nothing.

    If you are completing Diamond chest weekly you should definitely think about WvW legendary armour. It is possible you already have all the precursors you need.

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  5. 1 hour ago, Alethia.3597 said:

    An ANet tag may be an artist or a sound designer etc, in their free time they may need to learn mechanics just like the rest of us do.

    For people lurking and thinking this is still beyond them to attempt, most training runs I'm running are still going well.  Longest streak with a group until they got it down, with some very new to the content players, was just under 2. 5 hours.  But of the 12 groups I have taken through so far (including the long one) the average clear time, excluding instuctions before we start and tips between pulls, is 31 minutes to a kill.

    Yeah did a few LFG no requirement CO CMs with mostly first timers and would say the average clear requires 3-4 pulls. 

    Also I don't think CO CM is so bad as many claim here. Yeah it's below CM level of difficulty that was set for EOD strikes, and it's a boring strike but for someone that usually not tackle CMs it's a good next step. It's still probably easier than HT normal (which again I think is a good difficulty ceiling for non CM players).

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  6. Can't you use upgrade extractor? I think we have them now in WV for equivalent of ~ 1g. Should be worth it for many expensive runes. Maybe I am missing something, it's been a long time since I used it (have lege armour).

    1 hour ago, Robert Calais.8425 said:

    Edit: I guess I'll just never use the rune. That legendary relic better be worth those 500 gold then. Which I'm pretty sure it won't, because for 500 gold, you could get an awful lot more relics than 73 characters could possibly equip.

    Well that's often if not always the case with legendary equipment. You will most likely not save gold with it. Especially if you are not changing stats often. 

    edit: Oh and if we are talking about exotic equipment (and not ascended) and you have some black lion kits. Just use those and replace the equipment. Stat selectable exotics are trivial to get. You'll recover the rune and you'll probably even make some g because you'll get ectos out of them.

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  7. You can work on any mastery track you want as long as it's unlocked - meaning you already put points / activated previous mastery tier. Once the bar/track is filled you activate it by spending mastery points.

    I'm not sure how clear this is. Basically each mastery requires 2 components to unlock it. First component is xp and second are mastery points. When you accumulate enough xp you can spend mastery points to unlock it. You don't need to have enough points to train the xp part.

    Example: Pack commander, https://wiki.guildwars2.com/wiki/Central_Tyria_mastery_tracks#Pact_Commander

    For Pack Mentor you need 635 000 xp and 1 Mastery point to activate it. You can "train" it - accumulate xp before you have any mastery points.

    The second Mastery in Pact Commander is Productive Downtime. You can only start training it - accumulate xp when you activate Pack Mentor.

    Keep in mind, each mastery requires xp from respective expansions. Central Tyria Masteries you can only train xp in central Tyria (core/vanilla maps). 

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  8. On 1/24/2024 at 12:10 AM, Gehenna.3625 said:

    And maybe, here's thinking outside of the box, maybe do not allow groups bigger than a 10-man squad.

    This actually does nothing but a little annoyance.

    First of all it's a massive pvp mode. Grouping should not be discouraged. We have small scale pvp for well, small scale pvp.

    And secondly it's what groups already do when they go over 50. Just form a second squad. They are all on the same discord so nothing really changes from commanding and communication perspective. Boons and healing are already 5 man so a little different spill over between squads doesn't really change much. So the only difference is you see green plates and minimap dots instead of blue for some of the mates.

  9. 8 minutes ago, Kiki.9450 said:

    Re: "Skyscales are bad in general": I disagree. They were implemented much better into GW2 than ye olde flying mounts were in WoW, namely due to declining altitude, wall clinging, and being slower than the griffin (which has its own weaknesses), whereas in WoW, flying mounts were just "better" in all ways except immersion. (Thankfully dragonriding/"dynamic riding" is more immersive. Still not perfect. That's the GW2 griffin's spot.) The Skyscale in GW2 is mostly good for getting around awkward terrain and for that sudden need to AFK and not wanting to come back to a corpse. Sure, it's been abused, but the Fireball skill has made this abuse all the more noticeable and significant. Ultimately, the way the Skyscale has been designed, pre-Fireball, allows for players to decide that, if they don't like the Skyscale, they can choose not to use it, and they won't be "punished," unlike in WoW, where you're slower and having to go around the awkward terrain... and never have to interact with the ground ever. However, "just don't use the Skyscale if you don't like it" does nothing to solve other people using the Skyscale to Fireball-leech my bounty kill.

    With the new masteries we got very close to the never touch the ground type of mount (and you mostly just touch the top of a hill or a tree anyway, not really interacting with the map). I already though having 2 dashes is too much. One dash would be more balanced compared to other mounts. With bond of vigor, and since soto, if you're lucky, a second bond of vigor proc, you have up to 6 dashes which get you very far very fast. And if the map has leylines and updrafts you don't really need to touch the ground. Updrafts also replenish your resources for way too long after exiting it. It actually feels like a bug sometimes to me. It just keeps replenishing.

    There is also invisibility mastery from LS4. Really the interaction with map on Skyscale is minimal if any at all on certain maps/parts of map. The only upside to wow is that you actually need to use abilities and think a bit about your route. 

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  10. 2 hours ago, Astralporing.1957 said:

    Agreed. There's no point in undermining the message by using such exagerrations. No matter how bad SotO is, Gyala was still worse. Now, if we were comparing Gyala to the 3 post-SotO  patches, the comparison might be fairer (although there's still a possibility of Anet surprising us with something at the last moment - even if i personally do not expect that).

    Maybe for the last part of Nyos meta we get a tunnel. But it will be a vertical tunnel. And you will need to carry an orb from the bottom to the top 5 times. And you will need to do 3 tunnels. Then you reach the boss. When you will again need to carry smaller orbs on Skyscale through a slightly sloped vertical tunnel to charge a gun which you shoot at the boss. It will have 3 phases like that. And in the end you slap a big demon 3 times and it dies.

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  11. They actually already have a solution for Skyscale epidemic. Drizzlewood snipers. Spawn those in pre-Skyscale maps (we would need some variants like Mordrem Sniper, Forged Sniper). They wouldn't attack ground targets unless attacked but stalk players on "flying" mounts. It won't be a problem on Griffon where you can easily outpace them but if you flap your Skyscale too long you'll get sniped.

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  12. Its not wow lvl of detriment to the game but Skyscale definitely didnt improve it for me.

    I dont even care about leeching, this game's ow is designed for leeching from grounds up. And I dont even mean it in a bad way because its still better than kill stealing.

    But like in many games it removes the players from the world. Its also a shame because the pre mount maps have masterful designs that really reward map knowledge with easier traversal. And while all mounts have an impact, Skyscale is way worse. I really liked Hot hp trains, even just for fun. Because it was cool to follow coms that mastered the maps and learn their paths. Even raptor trains kept many interesting elements. Now during the train all you observe is a flock of ugly skyscales all over the screen (even if coms asks not to use so new players can actualy see the path). I never do hp trains anymore even if I need the hp.

    Also it destroyed DS meta.

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  13. 3 hours ago, Kranlor Greyhelm.8417 said:

    If the cause of the MC price increase was just gold inflation from the WV, surely it would be impacting more than just MCs? Surely other legendary resources, like kitten, ambergis and so on, would also be going up?

    Hell, if too much gold was the cause, surely EVERYTHING would be going up as well, at much the same rate?

    It isn't, of course. Which punctures the whole notion that the cause of the MC price increase is just "too much gold".

     

    T6, t3, t4 trophies which are universal lege mat went up for like 50% (i checked blood and dust). I dont know if soto introduced any sinks for them, didnt craft anything soto related.

    I wouldnt compare to Eod specific mats because those were still in decline in price after initial boom and variants. And they are related only to one generation of weapons. Allthough ambergris from the top of my head did go up a little lately (cca 10%). But thats maybe just because less players fish now.

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  14. Any offensive mechanics that has a purpose to break the ball, e.g., requires spreading, more complex movement within the current rules of the game would increase the skill floor and ceiling for squad play substantially. There is nothing wrong with it but based on how just proper movement is already often a problem in pug groups, it would just introduce even bigger skill differences between organised and less organised teams.

    Voice chat would be even more important, everyone or at least more players would need to make calls. The toxicity in pug groups would definitely go up as everyone would hate on players that didn't make the call on time. I know the forum's mantra  is often how boon ball is brainless (and boon farting kinda is). But on the other hand we have many players that refuse to join voice chat and if they join they have a problem playing properly within the ball with current "brainless" rules of engagement. Imagine a player that is already often tailing or overextending, wasting dodges and skills... and now has to perform precise movement on call (or even call it) and if that player messes up he will wipe half the squad. Heh, drama time all the time. 

    Now if that is the goal, that is fine. It would be a new dynamic which might be interesting. But I don't think it would actually solve the boonball. Want to nerf the boonball and reduce disparity between boonball and pug clouds? Nerf boons and auras effectiveness. And maybe also increase the area range of boons to 600 units so that even groups that are not balling within 180 range get some benefit from each other.

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  15. 2 hours ago, Pluton.7364 said:

    Simple… you think you can stand in 60man blob healing each other? No… you are all dead

    This would definitely be effective. But GW2 has a problem, because it's overall designed for squads to play tight. Boons, healing, cleansing, other effects. Not only in wvw, also in pve.  You also have insane visual clutter as soon as you have more than 5 players and kitten UI that is barely readable. So you can't really expect from players to see such spell landed and spread for it's effect only. And if you make players play as a cloud instead of a ball you just threw away all your mechanics, because everything works in that aoe 180-600 radius, there is no friendly player targeting. And if it would be a cleansable effect/condi everyone would just pack as much cleanse as possible.

    I don't think there is a healthy way to break the ball in this game. But they could do something about the boons which are just insanely strong compared to most games.

    Even a 5 target cap spell like that, that actually kills at 5 targets would be insanely effective.

    • Like 1
  16. 6 minutes ago, GalenWolffit.3842 said:

    It seems unlikely to me that the legendary relic will need essences.  Based on the crafting recipes for current relics vs. their rune counterparts, I expect the legendary relic will require the same materials & quantities as crafting two legendary runes.

    I wouldn't be so sure. Relics are a new item and you can just as easily draw parallels with legendary trinkets. And for both Aurora and Vision you need respective LS currencies. Also there are few sinks for essences (massive sinks but few) so the might want to have some variety there. 

    I really hope that won't be the case but I wouldn't be so sure.

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  17. 2 hours ago, DoNotAimAtMe.3510 said:

    Thanks for your answers, now it's clearer for me.

    Most Mastery points are found in the Open World, correct? Or are many also through archivments and where are they listed that I can see what needs to be done?

    Thank you.

    Most mastery points will come through story, open world and achievements. They are linked to specific expansion (red = core Tyria, green = Hot...). Many players struggle to get all the core Tyria ones. For those Fractals and Living World season 2 are a big source.

    Hero points on the other hand are all found in open world. You do get 250 through leveling. Youll need 250 more for each elite spec. Expansion maps are best source for them.

  18. I don't really care about all that pve stuff like yaks and camps and whatever. 

    The only thing that annoys me when people don't push. If there is an enemy and your guys push, PUSH! Even if you are a useless ranger only doing LB5 into groups, PUSH. Yeah you're probably useless on offense but you're still an additional body that distributes some of the incoming dmg. 

    It's not like you will permanently die and never respawn. Worse case you will run back for 30 secs and continue your LB5ing instead of running away for 30 secs and in best case you might even win fights. And even if enemy is a bit stronger or better you can push, you might even learn something new. Because you surely won't if you only pew pew at 1200 range or run away all the time.

  19. On 1/17/2024 at 4:09 PM, Gorani.7205 said:

    Are you aware we had that in the early years, when your server's success (in terms of total scoring points earned) gave you a bonus in PvE open world, when it came to XP earned, critical crafting success, higher base HP etc. ? (can't find it right now on the wiki, because that one's search feature takes forever to return results for me right now) It got removed when they gave us mega servers in PvE to create pretty much "a big EU and NA region" for PvE.

    I heard about it, didn't play at the time. Although another buff is really not exiting anymore and it just clutters the effect bar which is already completely bloated with useless effects. I played Korean mmorpgs in the past and there a winning guild/alliance got to control the whole castle or area for the week in the open world. It was also very profitable to hold a castle as the guild/alliance got revenue from it, usually through taxes. It can't be directly related to WvW but that is an example of a nice impact of a mass pvp mode in open world. Maybe an area in LA for the winning top guilds which they can benefit from in some way. Or a special longue they can access until the next reset.

    11 hours ago, Morvran.8265 said:

    I have to disagree there. The things you mention aren't content, just minor tweaks. Nobody would care, whereas a new map would bring some attention to the gamemode and give PvP players simething new to do because things have gotten stale.

    I have nothing against new maps. At least 1 map per expansion would be appropriate. Like you mentioned it would definitely bring attention to the game mode together with new achievements. But from my experience competitive players will play the same good maps for years and years, sometimes they even persist through many iterations of the same game. Most mobas for example have very limited pool of maps if they even have more than 1. While new content mostly comes in form of new heroes, items and just general meta tweaks. 

    What I would really like is a a new mode, possibly 10v10. Or just an upgrade of stronghold. Can be even a bit more casual like wow battlegrounds are compared to arena. I always liked battlegrounds, a more casual pvp mode when you don't feel like playing arena. Where your individual impact might not be as big as in arena but it's still small enough mode that it's not just zerging. I think it would also appeal to more players than the current spvp for exactly that reason. But yeah, wishful thinking.

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  20. Downscaling could be looked at. And mounts should do 0 dmg below lvl 80. Maybe even downscale mount stamina regeneration. 

    I just did map completion after a long long time. Most champs are basically veteran mobs for a geared lvl 80. There are a few that take maybe a bit more time. There is really nothing in old world remotely threatening. Even legendary bandit is not scary, didn't solo it, there was another lvl 80 there but there was nothing threatening about him. 

    People talked about one shoting, well on some power builds you literary do one shot stuff now. Even Orr mobs.  

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