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Delita Silverburg.8632

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Everything posted by Delita Silverburg.8632

  1. On weapon swap you hear "Hey kid! Get off my lawn!"
  2. Ya'll saying it's over, but I refuse to give up on my favorite part of the game. And yes, I do know that the template system was primarily bought by raiders, and that other players who don't need builds didn't have incentive to buy them which made it far less lucrative. As for incentives to raid, I think raid rewards are pretty fine as is. You can earn well over 100 gold/wk for about 4-6 hours of play, and even more with the mag shards and gaeting crystals converted into infusions. But Anet has to find a way to monetize the content in order to give it attention. So you betcha I'm in the bargaining phase!
  3. Hello friends, Anet has said on more than one occasion that the reason raids are being neglected as new content is due to how small the portion of the community is that consumes the content. In an effort to get Anet to look at the content as development worthy, I wanted to create this post that you will all hopefully contribute to in a positive way! I would like us all to list ideas of products they can put on the gem store that raiders might buy, to help justify the expense of giving our small community more content. I'll start, and feel free to add your own ideas as well! PMA please! A raid portal device. This device would function similarly to the world boss or home instance portal device. It would allow you to enter the instance of a raid from anywhere in Tyria and remember your current position eliminating the need to go through multiple loading screens of the Aerodrome saving frustration and time. This is for the purpose of QoL for the raider.
  4. Except for the fact to get 1 run for TA I had to wait nearly 90 minutes to get a group together since the content is not being played by the player base in favor of other options. I'm unsure how that supports the OP's lament. If players won't play content for 200 AP, how much AP would be needed for the Armor/Weapon collection(s)? 500? 1000? Also, is there something besides the rewards from AP that players are seeking? If so, what is it? It seems some players don't want to do content that rewards loot, even copious amounts of loot, if there is no AP; but the only thing AP rewards is, well, loot...and very occasionally, Gems. But, sure, more AP sounds great. Though, to be fair, I don't see a lot of players showing off the AP rewards. For the most part, any item that's somewhat easily acquired in-game seems to lose its appeal after a short time.Achievement points are the measure used for completing achievements. My point is that getting 0 AP for completing any achievement seems pointless. (Pun 100% intended ;)) I don't care how many commendations you want to tack on to it, instead, just make the commendations a drop for completing a dynamic event. Calling it an achievement and offering no AP leaves a sour taste in my mouth. As for OP's lament, this relates in the form of why would I pillage 10 structures in each zone or kill 100 adds in each zone of DC for 0 AP?
  5. Taking distortion away from Continuum Split, but keeping the inspiring distortions trigger means everyone else still gets aegis, but the Chrono gets no protection for activating their CS? Seems like that one change only screws over the chrono player... What motivates such an awful design decision???
  6. Except for the fact to get 1 run for TA I had to wait nearly 90 minutes to get a group together since the content is not being played by the player base in favor of other options.
  7. I am more concerned with the 20+ achievements from the most recent chapter that are worth 0 AP each. Like, why would I even want to unlock the "special missions" since they are literally a complete and total waste of my time. Oh wait, I know, because they are going to require me to do them for some future legendary trinket which requires me to have the meta mastery that is tied to these worthless 0 point achievements. Right, now I remember! :P
  8. Let me start by saying I don't do PvP or WvW with Mesmer anymore because it got obliterated to death. Rip. Instead, I've been maining Chrono in PvE raids for the past year and a half. For me, they have simplified Chrono to a point where skill level doesn't even matter anymore to run it. There is little difference between being good at the class vs being ok at the class. All you can do is maybe push an extra 5k damage over other less skilled players. You can maintain boon up times easily now. Personally, I would like to see them go back to the ways of the old Concentration Sigil where you had to be good at what you were doing to get good results. The skills and traits team has coddled players far too much for my liking. With that said, they did do one thing that makes playing Chrono significantly worse. The rework on wells is abysmal. Having you get no benefit until the final pop of the well often times screws players over on Raids that force you to move a lot. (Sloth, Soulless Horror is the worst culprit) In the SH fight, you can be forced to move almost immediately from where you planned to tank due to a random mechanic, the flame wall, and it ruins your opening rotation completely. I think they should have considered this when they made the well rework, and the old way of getting some benefit per pulse felt far better since you can at least get something if they game forces you to move. TLDR Make Chrono more challenging to keep boons up.Wells back to the way they were before where each pulse gave boons.Mirage is great as is for PvE.
  9. What you are suggesting also requires a fair amount of spirit shards, which for me at least, are difficult to stock up on as I do not like doing the story and mastery farming. So even though I raid each week, I am limited on making new ascended armor without doing supplemental content. My point remains though that lesser vision crystals have very limited access vs their counterpart of regular vision crystals.
  10. There are very clearly two different player bases for this game, those who want a challenge, and those who do not. I feel for Anet having to try and decide which of these two groups gets the attention in a given content release. Some people will probably disagree with me, but I don't think you should be allowed to participate in the strike missions that require lots of cc until after you've unlocked the Icebrood mastery for them. People complain about LFM having requirements like raid KP, but then don't even put the effort into having the mastery done to be able to help the group succeed, which is even easier than getting proper gear. At least if everyone had the mastery, you can increase the chance of not failing the cc bars that lead to wipes on BS and WoJ. Strikes have other problems too, but this one is something that should have been implemented from the beginning. You need the mastery to get the rewards, so why not make it a proper gate for entry instead of this half in half out thing?
  11. I wish there was a way to convert vision crystals into lesser vision crystals. In fractals, you can use the mystic forge to upgrade/downgrade the mist essence used to attune/infuse trinkets, but vision crystals do not function in this way. As a raider who has gotten their fare share of ascended weapon drops, I find that my vision crystals are just piling up in my storage and I don't really have anything to use them on, however, lesser vision crystals do not have this same equivalence. They ALWAYS have to be crafted from the ascended mats. It's be nice if there was a MF recipe that, for a small cost, could let us turn a vision crystal into say, 2 lesser ones. Just a thought, but I'm open to other ideas. Thanks.
  12. This is what they deserve for just standing back and pewpewing. Running away and kiting on a ranger/deadeye that has 1500 range needs to be combated somehow for melee characters like a guardian and honestly, I'm ok with retal being one option for that. The design of retal allows a person to close that gap and not just get killed in the process. The only reason I could see a person crying for a boon to be removed from the game is because they do not have a fundamental understanding of how boon strips work. This is on you to learn how the mechanics of the game function and how to work around them. what about nerfing ranged classes as they are bs obviously and cut out retal that is cucking everyone else. so are you saying that retal is made to close the gaps while fighting rangers?I'm saying it's one option of interaction for the exact example you provided. There are plenty of other ways of counter play available as well. Nerfing ranged classes doesn't solve the problem either. Having different ways to play the game is what keeps people coming back. My point is that you can't cry for a boon to be removed that has a legitimate function in the game., and has counter play against it. You do not just have to "wait for it to fall off", you can just as easily boon strip it. Play a necro or spellbreaker for a change of pace if you're struggling, or heck, even run marauder's gear to give yourself a larger health pool to react/survive. IMO if you play a glass cannon zerker build, you get what you pay for. You might one shot some peeps, but if an intelligent person reacts by giving themselves retal, it's a legitimate strategy of counter play.
  13. This is what they deserve for just standing back and pewpewing. Running away and kiting on a ranger/deadeye that has 1500 range needs to be combated somehow for melee characters like a guardian and honestly, I'm ok with retal being one option for that. The design of retal allows a person to close that gap and not just get killed in the process. The only reason I could see a person crying for a boon to be removed from the game is because they do not have a fundamental understanding of how boon strips work. This is on you to learn how the mechanics of the game function and how to work around them.
  14. I'd actually be ok with this. It would still take a team of 3 a full two minutes to bring the door down (4.5%/5 sec, or 112 sec.) AND they need to have 67 supply collectively also. This method uses supply more fairly in comparison to other siege costs and still leaves time for counterplay from defenders. I remember Anet saying that the issue with Warclaws when they first came out is that it made it too easy for people to defend targets, which is why they nerved their mobility a ton. Something like this would increase the attacker speed which could help with the balance part.
  15. I still think the power level and player restriction (3 pullers) is fine. The supply restriction is my main issue. It just feels really mopey to be in a roaming party of 3-4 people, build 1 flame ram, then have to supply run or just kinda stand there twiddling your thumbs as one person uses said ram. At the current power level, pulling on a chain alone will never be enough to take a door down quickly, which is a good thing. (1.5%/5 seconds, or 5.5 minutes uninterrupted) I had hoped that Anet's plan with the Warclaw was to make things more interesting in the game mode and not just to try and monetize more skins out of that part of the community... (This is just my perspective on what we have from Warclaw anyway.)
  16. Cyninja, you are correct that I am focusing on undefended targets. The reason for this is because that's how roaming parties work. They find targets that have no one home and try to get it taken before anyone shows up. The zerg side of the equation is a whole different beast. Zergs always have plenty of supply to spend and still more by the time it's all said and done. they make 5+ catas or 3 rams on every entry point no problem. The warclaw skill does very little for them. The warclaw skill could have been the difference for roaming groups to be able to take on better targets than just flipping camps back and forth all day. My overall point I guess is that the skill in it's current design is pretty useless and I think needs a rework.
  17. Haven't tried it yet, but I'll probably just do this once this weekend so I can judge it for not being Wing 8 and then go back to farming Wing 1-7 as that's the only content in this game that challenges me anymore.
  18. It is my opinion that the chain skill for pulling on gates while mounted on a Warclaw is very imbalanced with flow of game play. I believe this skill should not require any supply to use. Here is some math to back up my argument. A single chain pull does 0.5% of door health. This translated to 200 pulls to bring a door down. With the restriction of only letting 3 warclaws latch onto the door at once, that means you need a total of 67 "group pulls" from a group of 3 people at a minimum to take a door down. Each door pull without alacrity takes 5 seconds, and thus at 67 pulls, it would take 333 seconds to bring a door down off this mechanic alone in an optimal setting. (Or 290s with alacrity being spammed by a 4th person.) Now that's just the time part of the calculation. Add in the current supply cost of 200 for the total number of pulls it would take. That's still almost 5 whole minutes just to get a door down not counting the 4-5 supply runs for the 3 people IF they have max supply trained; vs dropping a catapult/flame ram, which takes 7.5 seconds per shot and can bring a wall down in 20 shots. (150 seconds for 40-50 supply.) It's just too imbalanced to me. With the current Warclaw gate setup, it makes much more sense to make a flame ram and just put all your supply into that since it's significantly faster to get the door down that way, meaning less time for the enemy to react. This then has the two other people in our example just kinda standing around waiting for the door to come down because they're out of supply and can't contribute anymore in a meaningful way other than keeping a look out for incoming enemy forces. But, if the Warclaw didn't have a supply cost associated with the chain pull, they could still feel useful pulling on the chain while 1 player is still using the ram. I get that not having a supply cost means that door will always come down faster in zergs, but I just don't see how an extra 1.5% per 5 seconds in a zerg can make or break the experience for that play style, while for roaming parties of 5 or less people, every supply point matters at taking on targets larger than a camp and this could help to liven up that play style for those types of players. Anyway, thanks for taking the time to read my comment, and feel free to share your thoughts on this below!
  19. As for store bought tools, I personally have bought tools at the 1000 gem price points exclusively for the glyph quite a few times. I have 3 different skyscale harvesting gathering tools that i don't even use because I wanted three glyphs of reaping right away. I paid for that convenience, even though now i can get them for less than half that cost in gold on the TP. IF it were me, I'd happily buy a "glyph pack" off the gem store that came with no tools. My point being there are other options available to the dev team for monetization outside of unbreakable tools.
  20. I am a person who has bought multiple sets of tools from the gemstore already. Heck, I've played long enough to still have soulbound tools like the molten mining axe. Tbh I still buy new tools when they come out with a glyph I want, and I am the one asking for something like this. The argument that a person would feel crummy for buying a tool, using it for a while and getting their value out of it when something new or better comes out is weak tbh. You paid for a convenience at that time, not a requirement. What something like this would do is give a QoL improvement for the people who have 1 set of unbreakable tools but would like to have it on all characters. The idea of an extra glyph slot was just because legendary should be better than standard in some way. I still don't see how one extra glyph slot is the breaking point when we already have one, but you are welcome to your opinion. Did you see the forum reaction when they originally made legendary weapons shareable across an account? Or go check out the current legendary armory discussion and see how many people wanted “compensation” because of new convenience functionality. I typically agree with the general argument “you got what you paid for at the time”, but I think the reaction is predictable and won’t be positive. But your suggestion is indeed beyond those cases and does cross a rubicon- the idea that a legendary should be functionally better (not just more convenient/swappable or flashy) violates the typical gw2 design principle. It would be akin to giving a legendary weapon another sigil. Maybe in other games, not in this one. And it still would be terrible for the materials economy, which is looking a bit oversupplied in a lot of places.I don't know if I would say it crosses a rubicon. Take your ascended back item for example, or ascended rings. Legendary automatically gives you 3 slots on a ring and 2 slots on a back item. But if you get a generic ascended back item or ring from say, bloodstone fen, you have to do something to it, that is rather costly to get the same effect as the legendary counterpart. Also take legendary armor and weapons. They are functionally better because they offer you every single stat set on the fly. The game's principle that legendary is better has been in place for quite a while honestly. But regular gathering tools already have the functionality of removing glyphs without destruction, so you would need at least some carrot to make it work. I am open to alternative ideas, but tbh i hate having to remember to take my one set of unbreakable tools off each character whenever i do a farming run of say, quartz that is character bound.
  21. I am a person who has bought multiple sets of tools from the gemstore already. Heck, I've played long enough to still have soulbound tools like the molten mining axe. Tbh I still buy new tools when they come out with a glyph I want, and I am the one asking for something like this. The argument that a person would feel crummy for buying a tool, using it for a while and getting their value out of it when something new or better comes out is weak tbh. You paid for a convenience at that time, not a requirement. What something like this would do is give a QoL improvement for the people who have 1 set of unbreakable tools but would like to have it on all characters. The idea of an extra glyph slot was just because legendary should be better than standard in some way. I still don't see how one extra glyph slot is the breaking point when we already have one, but you are welcome to your opinion.
  22. Reaping glyph requires a lot of nodes in a concentrated place to be super effective. the only place I have found great success is within your home instance and those nodes are refreshed daily. Also glyph of industry just speeds up the process of gathering. Nothing about what you said can be seen as too OP. In fact, I challenge anyone to tell me why having an extra glyph could ever be a bad thing. Extra resources from something like this would help to keep the economy in check if anything, or have you not noticed in the past year the cost of globs has gone up over 30%?
  23. I wanted to propose the following idea for discussion and see if anyone else agrees with me. I think it would be really cool if we had some sort of collection that delved into lore that let us ultimately get an upgraded Legendary version of our gathering tools. One collection per type of tool. The benefit here would be that they function in the same way as any unbreakable tool, BUT would have an extra glyph slot. It also doesn't have to impact the gem store, since they could still sell the different skins of animations and glyphs etc. This would also pair well with the upcoming Legendary armory as it would allow you to get a set of items that can be character shared and you wouldn't have to keep swapping your unbreakable tools with shared inventory slots either! Well, let me know your thoughts on this idea. Thanks!
  24. I really like the alternate idea of choosing tank with a mechanic instead of toughness, but I think Qadim2 was a poor execution of it. The reason I say this is because if the tank has to leave the center circle for any reason (such as getting the lightning strike mechanic) it randomly selects another person to be the tank that's in the circle. Then the only way for it to get back to the proper tank, is for everyone except the tank to leave the circle area so that it "randomly" selects the only viable target which is the original tank. I've had a few sloppy pulls where this has happened, and I firmly believe it's a poorly designed mechanic as a result. Soulless Horror's "Challenge" mechanic is MUCH better designed imo.
  25. I'd much rather have a toggle for trinkets than more armor pieces. Let me choose which version of the legendary effect i want please!
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