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Wielder Of Magic.3950

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Everything posted by Wielder Of Magic.3950

  1. Update: Tried to do it again after the last update. Still no success. Can complete the minigame, but after that no achievement pop or even a chest spawn.
  2. I have tried switching maps/instances/different days etc. Get there, do the minigame for it in the vista tower ( shooting the targets)...and then it simply does not give credit..
  3. After all these years GW1 still has better supported PvP and more PvP modes than GW2. At this point in time, make peace with it.
  4. Give me access to gunner skills while piloting first please, we can discuss mounting the turtle in combar after.
  5. Sounds like a good way to make a weapon that only comes with 3 slot skills more versatile and fun to use. I honestly hope that (since they sacrificed elite specs for this) the new weapons will have more to them than just a few skills. OP's suggestion would go in the direction (advanced weapon skills/weapon +) I hope for.
  6. Also having this problem. No matter what I do or how many events in the area I get credit for, Phase 2 achievement won't trigger for me.
  7. And this is EXACTLY why nobody ever takes you seriously Anet. This actually says nothing. There is no rationale in this post, no design philosophy, no train of thought, just the patch notes copy pasted in again with more words. And then you even have the gall to say that this does not reflect any design philosphy going forward, aka we still have nothing to go on. You had months to prepare that balancepatch and you release an absolute disaster filled with ridiculous changes, spearheaded by a balance dev that balances based on his own favouritism, has to search the wiki to understand what skills do, and actively gloats about the dissappointment of players. Then you take 10 days....10 days...to come up with this text that says nothing at all. Did you even have any design notes? Or is this just a way to hide that you have no underlying balance philosophy at all, you just let your biased devs throw random darts around and just see what stick and hope for the best? Do you know why there are so many negative memes flowing around about this company? About 'devs not playing their own game', 'devs being incompetent', ' 1111111111'? Because of things like this. And do you know why the community is up in arms now? Because you have been doing this for years and years. Everytime you ignore player feedback (you did it with this patch, you did it with the EoD beta feedback and you did it for every balance feedback in the years prior), make disastrous changes, and then you expect us believe you when you claim you have a 'vision', 'laying the groundwork', 'bigger patch is coming up' 'it is on the table' 'we are working on it' 'yes we consider that' and more of such claims? You keep on disappointing us and then have the gall to ask us to believe you that you will do better next time. But you never do. You never do better. You never listen. You never care. You always promise but never deliver. So no, we are not gonna be polite and wait for your next promise, or a next patch that will suddenly fix everything, or that in the future you will suddenly listen to us and do things better. We have tried the polite feedback thing for years, and you just ignored it. We have believed in your promises for ages, but you simply don't deliver, it is always 'a next patch', but it is never 'this patch'. We held out hope for actual fixes, but they never come, not for balance, not for bugs, and at this point nobody believes you when it comes to sPvP or WvW Alliances either. We wanted to believe that you would listen to us and our feedback, but it falls on arrogant and deaf dev ears. Every patch you screw up you tell us you will do better in the future, yet somehow you never seem to learn. Anet, you, as a company, are lying. Promising the world. But not delivering. Not even having the knowledge about your own game to know WHAT to deliver even if you actually COULD. With devs that mock the playerbase while making unchecked balance changes based on whatever they want, laughing at the mess they make. And then, after all of that, you hit us with this empty PR speak, while you had promised actual design notes. We gonna wait for a next patch or update to get them? Wait for the next time? Again? No. This community finally has had enough.
  8. Sir, this is not Guild Wars 2 : Immortal, your wallet gives you no advantage here.
  9. In other words: You don't care, you don't listen, followed by you wanting us to play nice with you so you can ignore us even more. This only shows that giving feedback is useless. Thanks for letting me know I should not waste my time with voicing concerns, offering suggestions or otherwise spend energy on engaging with this company. You don't care anyway.
  10. If anything, this patch but also the discord leaks showed to me that Anet/Anets devs believe in the exact opposite of what I personally believe. Me: I believe balance should be fair and equal without bias. Anet dev: Balances based on what they personally like or dislike. Balancing should happen without your personal feelings being involved. A dev that hates Mirage Axe should still be able to fix the problems Mirage Axe has, and not decide to randomly buff something else simply because they like that weapon more. In the same vein, if something you personally like overperforms, you should be able to set those feelings aside and nerf it. You should not, because you designed and loved Mechanist, decide to buff it just because. And if something you dislike, like for example elementalist, could use help, you should not massively nerf it because of your own feelings towards the class. Neutrality and fairness, not biased. Me: Act professional when talking about people, including clients or customers, no matter the environment. Anet dev: Actually voices dislike and disdain towards players. I get it, people are dicks, clients are high maintenace and customers are more often wrong than right. And you do not have to take abuse lying down. But there is no reason to actively insult a part of your passionate playerbase, even going as far to insinuate that you are going to enjoy their tears and resulting salt, as if you love upsetting them. You represent the company in that discord. Never forget that. Me: If you balance something you should have a deep and intricate knowledge of the class you are going to balance. Anet dev: Plays less than a year, only a limited amount of classes/specs, and still manages to have quite a few embarrasing takes. Nobody can know everything I get it. But the lack of knowledge displayed by Anet devs about classes is highly worrying, especially when said devs admit they actually DO balance (at least partially) based on benchmarks and that they often have to look at the wiki what a skill or trait does. You cannot properly balance something if you do not understand how it works. Increase your skill and knowledge, hire more people, or split balancing into smaller chunks so you are able to focus more ( one class per person for example. We used to have class leads for this in the past). Me: If someone is doing something that is very complex and hard, it should be rewarded with a stronger or better result than someone who is doing something similar but on a very basic or easy level. Anet dev: Unwilling to reward complexity or difficulty, but wants to make everything easier instead to the point that something easy with 3 button presses should have the same outcome as something hard on a different prof that takes 50 button presses. I do not argue that there is a need for simple builds for those that cannot handle a complex class or 50 step piano rotations. Rarely anyone does. This is why LI builds and simplified rotations exist, where you get a big chunk of the result for a substiantal lower amount of effort. But mastering your class and rotation SHOULD ALWAYS be rewarded with a better result. Higher DPS, better heals, better boons, you name it. Improving yourself (horizontal progression?) should matter. Because if not, why would people try? Why learn a 50 step elementalist rotation if I can do the same by pressing 4 buttons on Mechanist? This design philosophy is worrying. A spec should have a LI option and a, for the lack of a better words, 'try hard' option that is harder, and thus gets rewarded with a better result. How much better can be up for debate. Me: Classes should have unique things to bring to the table when it comes to utilities, playstyles and traits. Anet dev:Uniqueness is kitten, simplify everything as much as possible and take away unique stuff whenever we can. I get it, banners were overcentralising and many crit-cap calculations assumed Spotter. That needed a change. But now you just took something unique away and gave something generic back in return, in almost every case something passive or completely worthless that even deleted an entire class from high end PvE. Not even a unique playstyle. Everytime Anet takes something away, they give something less active and more simplified in return. At this point I honestly wonder if I should continue playing this game, considering Anet apparently believes the complete opposite of what I consider to be good, fun and engaging.
  11. If anything, this patch but also the discord leaks showed to me that Anet/Anets devs believe in the exact opposite of what I personally believe. Me: I believe balance should be fair and equal without bias. Anet dev: Balances based on what they personally like or dislike. Balancing should happen without your personal feelings being involved. A dev that hates Mirage Axe should still be able to fix the problems Mirage Axe has, and not decide to randomly buff something else simply because they like that weapon more. In the same vein, if something you personally like overperforms, you should be able to set those feelings aside and nerf it. You should not, because you designed and loved Mechanist, decide to buff it just because. And if something you dislike, like for example elementalist, could use help, you should not massively nerf it because of your own feelings towards the class. Neutrality and fairness, not biased. Me: Act professional when talking about people, including clients or customers, no matter the environment. Anet dev: Actually voices dislike and disdain towards players. I get it, people are dicks, clients are high maintenace and customers are more often wrong than right. And you do not have to take abuse lying down. But there is no reason to actively insult a part of your passionate playerbase, even going as far to insinuate that you are going to enjoy their tears and resulting salt, as if you love upsetting them. You represent the company in that discord. Never forget that. Me: If you balance something you should have a deep and intricate knowledge of the class you are going to balance. Anet dev: Plays less than a year, only a limited amount of classes/specs, and still manages to have quite a few embarrasing takes. Nobody can know everything I get it. But the lack of knowledge displayed by Anet devs about classes is highly worrying, especially when said devs admit they actually DO balance (at least partially) based on benchmarks and that they often have to look at the wiki what a skill or trait does. You cannot properly balance something if you do not understand how it works. Increase your skill and knowledge, hire more people, or split balancing into smaller chunks so you are able to focus more ( one class per person for example. We used to have class leads for this in the past). Me: If someone is doing something that is very complex and hard, it should be rewarded with a stronger or better result than someone who is doing something similar but on a very basic or easy level. Anet dev: Unwilling to reward complexity or difficulty, but wants to make everything easier instead to the point that something easy with 3 button presses should have the same outcome as something hard on a different prof that takes 50 button presses. I do not argue that there is a need for simple builds for those that cannot handle a complex class or 50 step piano rotations. Rarely anyone does. This is why LI builds and simplified rotations exist, where you get a big chunk of the result for a substiantal lower amount of effort. But mastering your class and rotation SHOULD ALWAYS be rewarded with a better result. Higher DPS, better heals, better boons, you name it. Improving yourself (horizontal progression?) should matter. Because if not, why would people try? Why learn a 50 step elementalist rotation if I can do the same by pressing 4 buttons on Mechanist? This design philosophy is worrying. A spec should have a LI option and a, for the lack of a better words, 'try hard' option that is harder, and thus gets rewarded with a better result. How much better can be up for debate. Me: Classes should have unique things to bring to the table when it comes to utilities, playstyles and traits. Anet dev:Uniqueness is kitten, simplify everything as much as possible and take away unique stuff whenever we can. I get it, banners were overcentralising and many crit-cap calculations assumed Spotter. That needed a change. But now you just took something unique away and gave something generic back in return, in almost every case something passive or completely worthless that even deleted an entire class from high end PvE. Not even a unique playstyle. Everytime Anet takes something away, they give something less active and more simplified in return. At this point I honestly wonder if I should continue playing this game, considering Anet apparently believes the complete opposite of what I consider to be good, fun and engaging.
  12. If anything, this patch but also the discord leaks showed to me that Anet/Anets devs believe in the exact opposite of what I personally believe. Me: I believe balance should be fair and equal without bias. Anet dev: Balances based on what they personally like or dislike. Balancing should happen without your personal feelings being involved. A dev that hates Mirage Axe should still be able to fix the problems Mirage Axe has, and not decide to randomly buff something else simply because they like that weapon more. In the same vein, if something you personally like overperforms, you should be able to set those feelings aside and nerf it. You should not, because you designed and loved Mechanist, decide to buff it just because. And if something you dislike, like for example elementalist, could use help, you should not massively nerf it because of your own feelings towards the class. Neutrality and fairness, not biased. Me: Act professional when talking about people, including clients or customers, no matter the environment. Anet dev: Actually voices dislike and disdain towards players. I get it, people are dicks, clients are high maintenace and customers are more often wrong than right. And you do not have to take abuse lying down. But there is no reason to actively insult a part of your passionate playerbase, even going as far to insinuate that you are going to enjoy their tears and resulting salt, as if you love upsetting them. You represent the company in that discord. Never forget that. Me: If you balance something you should have a deep and intricate knowledge of the class you are going to balance. Anet dev: Plays less than a year, only a limited amount of classes/specs, and still manages to have quite a few embarrasing takes. Nobody can know everything I get it. But the lack of knowledge displayed by Anet devs about classes is highly worrying, especially when said devs admit they actually DO balance (at least partially) based on benchmarks and that they often have to look at the wiki what a skill or trait does. You cannot properly balance something if you do not understand how it works. Increase your skill and knowledge, hire more people, or split balancing into smaller chunks so you are able to focus more ( one class per person for example. We used to have class leads for this in the past). Me: If someone is doing something that is very complex and hard, it should be rewarded with a stronger or better result than someone who is doing something similar but on a very basic or easy level. Anet dev: Unwilling to reward complexity or difficulty, but wants to make everything easier instead to the point that something easy with 3 button presses should have the same outcome as something hard on a different prof that takes 50 button presses. I do not argue that there is a need for simple builds for those that cannot handle a complex class or 50 step piano rotations. Rarely anyone does. This is why LI builds and simplified rotations exist, where you get a big chunk of the result for a substiantal lower amount of effort. But mastering your class and rotation SHOULD ALWAYS be rewarded with a better result. Higher DPS, better heals, better boons, you name it. Improving yourself (horizontal progression?) should matter. Because if not, why would people try? Why learn a 50 step elementalist rotation if I can do the same by pressing 4 buttons on Mechanist? This design philosophy is worrying. A spec should have a LI option and a, for the lack of a better words, 'try hard' option that is harder, and thus gets rewarded with a better result. How much better can be up for debate. Me: Classes should have unique things to bring to the table when it comes to utilities, playstyles and traits. Anet dev:Uniqueness is kitten, simplify everything as much as possible and take away unique stuff whenever we can. I get it, banners were overcentralising and many crit-cap calculations assumed Spotter. That needed a change. But now you just took something unique away and gave something generic back in return, in almost every case something passive or completely worthless that even deleted an entire class from high end PvE. Not even a unique playstyle. Everytime Anet takes something away, they give something less active and more simplified in return. At this point I honestly wonder if I should continue playing this game, considering Anet apparently believes the complete opposite of what I consider to be good, fun and engaging.
  13. So...you ignored everything that needed help, nerfed everything that didnt need it and buffed things that were already OP while also managing to dump an entire prof (warrior) in the thrashcan. I am hereby formally announcing that I am available for the position of balance team dev. Give the job to me Anet. Whatever I do cannot possibly be worse than the preview you just pushed out.
  14. Improved Operating System: Driver gets access to the gunner skills when no gunner is present. When a gunner is present, increase maximum cannon ammo count, damage and overall skill recharge. Emergency Exit: When your turtle reaches 0 health, get launched into the air, burning and dazing foes when you hit the ground again. Supporting Salvo: Dismounting the turtle while in combat will cause it to fire all of its current jade cannon ammo charges at the targeted enemy (if nothing is targeted, target nearest). If not in combat, the turtle will briefly persist in the world after dismounting, automatically following the player and attacking the player's target should the player get in combat. Shocking Shells: Jade Cannon attacks now briefly dazes targets (let's say 1/4s so it serves as an AoE interrupt, but for raw single target CC bunny is still better) and gives superspeed to allies in the blastzone. Turtle rush: Colliding with enemies while moving on a turtle slows you down but also knocks enemies back based on the speed before impact. Higher speeds cause further knockbacks.
  15. I think that person refers to "Beat up the bigot" as a story step (bigot being a somewhat americanised term that can break the fantasy feeling), the "lets go punch some fascists" event in Echovald with the purity ghosts ( with fascism being a quite specific real world term that reasonably is unlikely for a Tyrian to know, while also possibly referencing how some radical social media presences like to talk about punching nazis), the atypical gender orientation of Yao ( and the fact Anet did nothing interesting with it aside from making Yao shouting about being an a-gender engineer somewhat awkwardly at the end of the Kaineng meta), and possibly Snargle's ex colleague complaining about Snargle being "so toxic". Just what I can think off from the top of my head, I am sure there is more.
  16. Ok, thanks for confirming to me that you are trolling, deliberately ignoring things and misinterpreting others on purpose. I will now go ahead and put you on my blocklist, the first person on this forum to get there, because it is obvious that you are only here to troll and derail and are not interested in an actual honest good-faith discussion. This is not the first time I have seen you showing this behaviour on these forums either. Have a nice day!
  17. Ok, you are blatantly trolling right now, there is no way someone can be so misinformed that they make statements like "all the specs released in EoD were underpowered". Harbinger = great condi DPS and viable quickness. Virtuoso = great condi DPS, acceptable power DPS. Catalyst = great power DPS (albeit with a high skill ceiling) and a viable quickness build. Specter = great condi DPS, support/heal/alac is workable, but somewhat niche. Mechanist = great condi DPS, currently one of the most broken supports in the game with aegis, stability, healing, alac, barrier, might, the list is pretty much endless, and has a very forgiving Low Intensity power build for more casually oriented players where 1-2 buttons nets them 20k DPS. Untamed = Okay, this one is a PvE dud. But at least the PvP side of the populations seems to enjoy it somewhat. Willbender = Great condi DPS, okay power DPS, Alac/support build on the verge of becoming a thing. Vindicator = under the radar support build (essentially discount Mechanist), Power is okay ( but should rely less on big hitboxes). Bladesworn = Good power build in PvE, PvP could use work. Many of the DPS variants bench 38k to 40k+, setting new records even. Your lack of understanding also show in your Teapot mention. Teapot did not ignore the EoD specs because they were weak, he and his squad ignored them because it was their first stab at the meta and they wanted to play something they were comfy with, something they knew. Not something they were still in the process of learning. Stop the misinformation. Please.
  18. uhm....Condition Virtuoso being able to do 40k+ with mostly 5 buttons? The monstrous support of Mechanists with mostly auto attacks? Harbinger hitting huge numbers with mostly spamming things off cooldown? Willbender, coming down with another "use F1, then spam everything you have" rotation on top of all the normal guardian support? Specter DPS that is focused on simply throwing out as many scepter 3's as it can? I am sorry, but I am not sure if you know what broken means. Your other points seem random and not making a lot of sense to me within the context of this discussion, so I cannot reply to them properly.
  19. Depends how you define teaching and especially learning imo. Because these specs have a higher optimal output while requiring people to press less buttons even people who don't really understand it will perform better using it, just because the complexity of the equipped spec is that much lower. This might incentivise people to learn because if the complexity (and thus the floor) is lower, it might seem less intimidating to try. But like everything, it is a choice. You could make something as easy as breathing, if someone is not interested in learning it would not matter still. It provides players with a cushion and reduces frustration of dying. For some it might be enough of a push to go from "I died, this sucks I am out" to "Whoa, I almost died, what hit me so hard?' and going from there. It adds leniency for those that need it. The masteries, the elite specs, the DE contributor buff... They all add cushions and leniency so you can make mistakes without them directly resulting in your demise. The DPS check for Soo Won is extremely low. And you got all of the above that helps you to reach that number on top of quite a few other things I have not even mentioned yet. I am also failing to see how this meta is more integrated in the story than let's say Dragon's Stand was. It's an alternative battle, not the main battle, which happens in the story instance. That meta is optional, especially now that the turtle egg is no longer gated behind it. I would also like to add that the meta has already been nerfed a few times. Nerf it even more and nothing of interest is left. Some people like challenge. Some do not. Both are valid, but those that dislike challenge should not demand that the event loses said challenge for those that do like such a thing. If Open World is supposed to have content for all sorts of players, who all like different things, than it should also have content for those that like this sort of thing, especially considering there is very little of it in the open world as it is. As for the critical path part: People will ignore and skip things all the time. The only around that is making it mandatory to complete certain things, which Anet will never do because that would 100% violate the play like you want philosophy they try to follow. Because of that all forms of ingame explanations and education of mechanics will be skippable. But that IS on the player. Take fractals for example: You are supposed to learn the fights on lower difficulties before jumping into higher tiers. Yet you see people who never did it before jump into T4 and then proceed to complain when they get smoked. Is it the game's fault that they fail, or is it their fault for forcefully skipping the education? I am not against having people like that in the game at all, but I do think that people who do not understand the combat or trait system BASICS should not be able to succesfully complete all content, not even in the open world. Majority of Open World content sure, but not all of it.
  20. https://wiki.guildwars2.com/wiki/Game_updates/2019-05-28#Items_2 28th of May 2019. That is when they updated stat selectable gear from fractals or for example LS3 to also have the option to pick PoF stats if you owned PoF. PoF released on 22nd of September 2017. So yeah, it took them pretty close to 2 years to add those stats to existing stat selectable equipment.
  21. You know this is blatantly false right? Anet has been trying to hand people tools to improve for years, people just tend to ignore them. That's Anet being courteous to Open World players. They offer the tools and experiences to improve yourself, but if you refuse to do so you can still do the majority of the content. In the case of Dragon's End: 1. Anet added the most overpowered specs to the game in terms of both DPS and support, while at the same time those specs have a drastically reduced threshold to play effectively ( Compare Condi Virtuoso's rotation which 90% consists of the same 5 buttons with something like Condi Weaver for example. Or Support Mechanist, which has a whole lot of auto attacking and using it's F keys on cooldown for the most part). 2. Masteries in this expansion added some of the most broken safety nets to players, especially the Jade Bot line which adds: A free res, a free teleport, and (depending on your Jade Core) 1-3k health. 3. Every meta prior to Dragon's End does it's best to teach you every possible mechanic. Examples: All the other meta's have breakbars that at some point have to be broken. They all show big telegraphs where you should not stand in. Seitung and Kaineng both feature a 'focus on adds' phase. Kaineng features a split phase. Echovald features 'stand in green/hide behind objects to avoid a KO' mechanic. The only really new thing that the Soo Won fight adds is the green phase. Everything else gets shown to you in prior meta's in this expansion, and that is without mentioning how plenty of mechanics are going all the way back to the basegame. Dodging has been in the game since 2012, as are red telegraphs. Green = good and breakbars have been in the game since at least HoT so 2015. Kill things at the same time has been featured since at least the Great Jungle Wurm in 2013, and people got a refresher for that with at least the Dragonfall meta. Both Wurm and Tequatl also feature split phases. There is simply nothing there that has not been explained to you and showed to you by the game prior, some of those things being so basic they have been a staple for over 5 or even 10+ years at this point. It is possible to miss them, but at some point that is no longer Anet's fault. Some people just don't want to improve. Which is their choice and valid. But then don't complain when that choice means you cannot complete certain content, no matter where said content emerges. You have a right to experience content, not to succesfully complete it.
  22. Sorry, but this problem only exists in your head OP. And to be honest it is hilarious that you are seriously comparing ~8gold a piece runes ( so let's say 65-70g total) to legendaries which won't start below 1.7k or something. If you already think this is a grind I don't know what to tell you... other than that this is definitely not the game for you.
  23. Anet simply tries to recreate LS1 where they can, and the original LS1 also had these WvW achievements. Dependant on future episodes you might see more of it ( some of the thumper devices that were in PvE and WvW maps and several Aetherblade related ones in EotM). It's not that they don't know better, it's more like they try to make the experience resemble the original LS1 where they can.
  24. This thread again? Really? DE meta is not gonna get nerfed again. It should not get nerfed again. People complaining are in the absolute minority compared to people ingame that actually clear it. Either step up your skill-level or accept that this meta is beyond your capabilities.
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