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Member Since 08 Mar 2011
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#2200236 Magic Find - Why it is bad!

Posted Susanoh on 09 May 2013 - 08:48 AM

View PostMister Stygian, on 09 May 2013 - 05:34 AM, said:

I have more of an issue with the people that harp about things like this then people running them.  Personal reward and the ingame goals they help accomplish are largely what keep players coming back, and petty squabbles and discrimination only drive players away.  I can't bring myself to care what someone else is running in the group with me and I am always turned off by the players that do.

Players who insist on weakening themselves in order to collect better loot at no benefit to the group are just as insistent on doing things their way as those who are against it. Anything that forces the individual to choose between self benefit at the expense of group contribution is prone to such conflict.

As long as magic find works the way it does, this is unlikely to change. Those for it aren't going to suddenly stop wearing it any more than those against it will start. The only way I see this being remedied is if magic find benefits the group somehow, is removed, or can be added to armor in addition to the standard amount of stats rather than in place of.


#2200145 Magic Find - Why it is bad!

Posted Susanoh on 09 May 2013 - 12:55 AM

View PostAKGeo, on 08 May 2013 - 09:19 PM, said:

And the only reason the guy said what he did was because there's so much backlash from the super-serious tryhard gaming community about it being "bad for the game" because they lose 30 seconds of a boss fight to someone wearing it.

Or, maybe it's a valid point that giving the player the forced option to choose between increasing their overall performance or their own (and nobody else's) loot is questionable. Even if you don't agree, surely it's not difficult to see why there are those who see this as far less than optimal.


#2179443 Too Many Waypoints

Posted xarallei on 15 March 2013 - 01:13 AM

View PostEl Duderino, on 14 March 2013 - 11:51 PM, said:

It is my thread. It is my suggestion. The suggestion wasn't made because I want to play with less waypoints, the suggestion was made because I suggested the game is fundamentally broken. If someone wants to argue that point that is perfectly fine. But to say that I shouldn't use waypoints is missing the original point of why I think less waypoints would be better.

But it wouldn't make the game better. At least I don't think it would. You are equating grind and time sinks for difficulty. I find a lot of players stuck in the old school mind set have this issue. Running to the boss isn't meaningful. It's boring and annoying. I still stand by what I said before, the actual event needs fixing. Adding running will do nothing.

Though I do agree with the idea of an Underworld area. That would be a cool place to go with guildies and have fun.


#2178969 Taking the R out of RPG

Posted Culture Shock on 14 March 2013 - 01:10 AM

View PostEl Duderino, on 13 March 2013 - 01:47 PM, said:

Just to clear things up:

1. I played every class in GW1 to level 20 (except my pre-searing ele) and never had a problem finding a PUG to do a mission and I finished at least one story line on every single character. It wasn't hard to find PUG groups, and guild groups were even easier to form.

2. With the sole exception of DoA, I never ever had to come up with a predetermined group of 8 classes and 64 skills to finish anything in the game. A few skills were very beneficial in certain areas, but never a requirement to win.

3. I never ever played PvE as tank, healer, nuker in the traditional sense of balling groups up, etc. So, that is not necessary.

Many of the assumptions made by people who like the changes in GW2 seem to say that it makes those 3 things better. Unless you were terrible at the game, you didn't need to do any of those three things.

Now, to address the one class can do everything argument: You are wrong.

Not every class can do everything anymore than they could do in GW1. You still have about 1 self heal per class. You still have a few utility skills per class. What has changed is that you don't have classes dedicated to healing or utility. DPS has stayed relatively the same, but you cannot heal or use utility skills like interrupts/diversion/hexes in any way close to the way you could in GW1. Therefore, content is now easier, because it must allow for you to get through it without needed to have efficient healing - because there is none. Similarly, content must be easier because you don't have enough utility to game plan around more advanced strategy or tactics by the AI.

What you have then, is not the ability to do all things on one character any better than GW1; instead, you do not have the ability to heal or provide utility because every class is focused on pretty much DPS with 5 DPS weapon skills, 1 heal, 3 utlity skills (of which 1 is usually a stun break/movement skill and one is a condition removal skill), and an elite.

The illusion of having more choices is just that - an illusion.

What has changed is making an 8 person party interesting. Because instead of choosing from DPS, healing or utility, now you get to choose from DPS, DPS or more DPS.


EDIT: I would like to add that an 8 person team in GW2, if ported to GW1, would not be able to get through the game because of the lack of efficient healing. For the same reason, should an 8 man team from GW1 meet an 8 man team from GW2 for a deathmatch, the GW1 team would win, because the GW2 would not have efficient healing.

Your view is still alas an opinion, because at the Temple Of Ages, lot's of people stand around there for hours changing their builds and going online to get "the right" build to get into a group.  And I for one was exceptional at the game, I took 3 heroes "before they allowed your to have 7" and finished my obsidian shard runs without the aid of any groups.  People told me that Mesmers were not good for "fast running" those elite areas.  So for ectos would simply solo the underworld with my Ritualist.

Maybe you were not around for those days of seeing all these "speed run" guilds.  You had to have certain skills and certain classes to go.  Most of the other players there stood around asking for the build templates.  Special build like "mops" were something I laughed at.  If I could finish the area with 3 heroes, why did they need 8 special classes?  Anyway maybe you were lucky, because you are not basing your speech on "most players" experience, just yours.  I can give you names of lots of players who hated all the "specialized" builds required to do the areas that gave you the "elite" stuff.  Yes I can give you names, not just saying that I had no problem doing anything in GW with grouping like you are doing.

And once again you still haven't answered the question I asked in the last post. If not the trinity way, then what things should a class be able to do specifically? Combat has those 3 roles, so if you are not saying that classes should be pigeon holed into playing certain skills all the time then "what things would you want classes to do to make the game more interesting"?

Anyone can say something sucks, but most threads like this never bring in any fresh ideas on how it could work better.


#1780310 Email changing during stresstest and problem with the password

Posted ensoriki on 21 August 2012 - 07:36 PM

It's not just a stress test thing.
Doing this also makes you unable to log in to Guild Wars 1.
Your whole account with NCsoft/arenanet is seemingly affected


#1780275 Email changing during stresstest and problem with the password

Posted Inca Mystery on 21 August 2012 - 07:30 PM

I knew I should not have done it, but with finally the opportunity to change email address and this, smashes face on table repeatedly........